<worn on eyes> a wad of spawn goo [superior] (magic) (humming) [88%]
<worn in ear> an earring of the waves [superior] (magic)
<worn in ear> a lightning earring [poor]
<worn on face> the petrified visage of Lord Nymav K'haar [poor]
<worn around neck> a coral torc
<worn around neck> a devilish talisman
<worn on body> a skin-wrapped dragonscale chestplate from Orrak
<worn on belt buckle>a pitch black spellbook (magic) (glowing)
<attached to belt> a tome of wizardry
<worn on arms> some glowing mithril arm plates
<held as shield> a small round wooden shield
<worn around wrist> a silver hoop [superior]
<worn on hands> the gloves of magic fingertips [poor] (magic)
<worn on finger> a ring of shimmering faerie fire [poor] (glowing)
<worn on finger> a ring of constitution [poor]
<held> a cloak of swirling mist [superior] (invis)
<worn on legs> some unique silver pants
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 470h/409H 118v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 470h/409H 117v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.
< 470h/409H 116v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 470h/409H 116v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.
< 470h/409H 115v/144V Pos: standing >
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South# -West
< 470h/409H 114v/144V Pos: standing >
The gate seems to be closed.
< 470h/409H 115v/144V Pos: standing >
The gate seems to be closed.
< 470h/409H 116v/144V Pos: standing >
Ok.
< 470h/409H 118v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East # -South -West #
< 470h/409H 118v/144V Pos: standing >
The door seems to be closed.
< 470h/409H 118v/144V Pos: standing >
Ok.
< 469h/409H 120v/144V Pos: standing >
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -West
< 469h/409H 119v/144V Pos: standing >
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -South -West
A member of the city's regular guard stands here.
A member of the city's regular guard stands here.
< 469h/409H 120v/144V Pos: standing >
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -West
< 469h/409H 119v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West #
< 469h/409H 119v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
< 469h/409H 119v/144V Pos: standing >
The Office of Macom, the Shipwright
This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul. Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones. Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West
Macom, the town shipwright, stands here ready to deal.
< 469h/409H 119v/144V Pos: standing >
The Dock
This short dock is used for ships entering and leaving the city. Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea. Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Ketch H.M.S. Interceptor floats here.
The Sloop Shadow floats here.
The Sloop Pwny Express floats here.
The Destroyer COVID-20 floats here.
The Caravel yup floats here.
The Sloop +Wheeping floats here.
The Caravel gnomish Contraption floats here.
The Sloop Seas the Day floats here.
The Galleon The Trade Federation floats here.
The Sloop fatty floats here.
The Sloop parmesan floats here.
The Yacht PlanetBound Illithid floats here.
The Clipper Riq floats here.
The Frigate sKeleTon cRew floats here.
The Sloop Shinderu floats here.
The Sloop Skidbladner floats here.
The Sloop x==|========> floats here.
< 469h/409H 121v/144V Pos: standing >
Alas, you cannot go that way. . . .
< 469h/409H 124v/144V Pos: standing >
Valid syntax is 'list <hull/weapon/equipment/cargo>'
< 468h/409H 125v/144V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 468h/409H 126v/144V Pos: standing >
You get a pile of coins from your large leather backpack.
There were: 1007 platinum coins, 85 gold coins, 4 silver coins, 9 copper coins.
< 467h/409H 141v/144V Pos: standing >
This cargo load costs 1848 platinum. Maybe you should do some babysitting first.
< 467h/409H 144v/144V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
< 467h/409H 144v/144V Pos: standing >
This cargo load costs 1584 platinum. Maybe you should do some babysitting first.
< 466h/409H 144v/144V Pos: standing >
Autosaving...
< 466h/409H 144v/144V Pos: standing >
Valid syntax is 'list <hull/weapon/equipment/cargo>'
< 466h/409H 144v/144V Pos: standing >
Valid syntax is 'list <hull/weapon/equipment/cargo>'
< 465h/409H 144v/144V Pos: standing >
Weapons
/============================================================================================\
| Name Weight Range Damage Ammo Disper Sail Hull Sail Reload Cost |
| sion Hit Dam Dam Time |
\--------------------------------------------------------------------------------------------/
1 ) Small Ballistae 3 0-8 2-4 60 10 12% 100% 50% 30 50 platinum
2 ) Medium Ballistae 6 0-10 4-6 50 10 14% 100% 50% 30 100 platinum
3 ) Large Ballistae 10 0-12 6-9 30 10 16% 100% 50% 30 500 platinum
4 ) Small Catapult 10 4-15 4 x 2-3 30 160 20% 100% 100% 30 500 platinum
5 ) Medium Catapult 13 5-20 5 x 2-4 20 260 20% 100% 100% 30 800 platinum
6 ) Large Catapult 17 6-25 6 x 2-5 12 360 20% 100% 100% 30 1200 platinum
7 ) Heavy Ballistae 15 0-4 15-22 6 10 0% 100% 0% 30 1000 platinum
8 ) Light Beamcannon 7 0-20 4-16 40 10 10% 100% 30% 45 4000 platinum
9 ) Heavy Beamcannon 9 0-23 5-22 40 10 10% 100% 30% 45 5000 platinum
10) Mind Blast Cannon 5 0-20 0 50 360 0% 0% 0% 45 4000 platinum
11) Fragmentation Cannon 7 0-16 5 x 4-6 20 90 50% 50% 100% 45 5000 platinum
12) Long Tom Catapult 9 12-32 8 x 3-6 6 360 20% 100% 100% 45 5000 platinum
To buy a weapon, type 'buy weapon <number> <fore|rear|port|starboard>'.
To sell a weapon, type 'sell <slot number>'.
To reload a weapon, type 'reload <weapon slot number>'.
< 465h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 465h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 465h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 465h/409H 144v/144V Pos: standing >
Your can not put more weapons to this side!
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 464h/409H 144v/144V Pos: standing >
Thank you for your purchase, it will take 6 hours to install the part.
< 463h/409H 144v/144V Pos: standing >
Your can not put more weapons to this side!
< 463h/409H 144v/144V Pos: standing >
Ok.
You put 115 platinum, 5 gold, 4 silver, and 9 copper coins into a large leather backpack.
< 463h/409H 144v/144V Pos: standing >
The Office of Macom, the Shipwright
This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul. Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones. Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West
Macom, the town shipwright, stands here ready to deal.
< 462h/409H 143v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
< 462h/409H 142v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West #
< 462h/409H 142v/144V Pos: standing >
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South -West
< 462h/409H 141v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 462h/409H 140v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 462h/409H 140v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 462h/409H 139v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 462h/409H 138v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
You sense a lifeform nearby.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 462h/409H 137v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 462h/409H 137v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 462h/409H 136v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 462h/409H 135v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
< 462h/409H 136v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 462h/409H 135v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
< 462h/409H 134v/144V Pos: standing >
Alas, you cannot go that way. . . .
< 462h/409H 134v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
< 462h/409H 136v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
< 462h/409H 135v/144V Pos: standing >
Your heroic urges slowly fade away.
< 435h/382H 135v/144V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type 'practice (spell name)'. For shorter way, you can all do 'practice all'. You can also do it if you have another players book in your inventory and type 'scribe (spell name)'.
< 435h/382H 135v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
A prong-horned antelope stands here.
A wild horse stands here.
A prong-horned antelope stands here.
A half-orc shaman stands here, lost in contemplation.
< 435h/382H 135v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
< 435h/382H 135v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
< 435h/382H 135v/144V Pos: standing >
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
< 434h/382H 136v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
< 434h/382H 137v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
< 434h/382H 137v/144V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
An aging but brawny half-orc stands here enjoying life.
< 434h/382H 137v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West
< 434h/382H 137v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
The corpse of a displacer beast is lying here.
A half-orc mercenary stands here.
< 434h/382H 136v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West
< 434h/382H 137v/144V Pos: standing >
Bank of Sarmiz'Duul
This small stone building houses the bank of the city. Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day. Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.
< 434h/382H 137v/144V Pos: standing >
Score information for Lorak
Level: 51 Race: Drow Elf Class: Necromancer / Necrolyte Sex: Male
Hit points: 434(382) Moves: 140(144)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 80%
Status: Standing.
Negative Shielded Fireshielded
Frags: -5.50 Deaths: 96
Detecting: Invisible Evil Good Magic Life
Protected from: Evil Good Fire Acid Living
Enchantments: Ultravision Farsee Aware
Combat Pulse: 17 Spell Pulse: 0.82
Leaderboard Points: -42
Active Spells:
--------------
well-rested bonus (28 minutes)
< 434h/382H 140v/144V Pos: standing >
Your account contains:
4512 platinum, 597 gold, 9 silver, 6 copper coins.
< 433h/382H 144v/144V Pos: standing >
Ok.
You put 2000 platinum, 0 gold, 0 silver, and 0 copper coins into a large leather backpack.
< 433h/382H 144v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West
You sense a lifeform nearby.
< 433h/382H 143v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West
< 433h/382H 142v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
< 433h/382H 141v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
< 433h/382H 140v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West #
A male commoner stands here.
< 433h/382H 139v/144V Pos: standing >
< 433h/382H 140v/144V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
< 433h/382H 140v/144V Pos: standing >
Red Brick Road
This road is defined by many rows red bricks that have been planted into
the ground. Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay. The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West
< 433h/382H 139v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
< 433h/382H 138v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -East -South -West
A half-orc warrior stands here, staring ominously.
< 433h/382H 138v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 433h/382H 137v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
You sense a lifeform nearby.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 432h/382H 139v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 432h/382H 138v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 432h/382H 138v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A male commoner stands here.
< 432h/382H 137v/144V Pos: standing >
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 432h/382H 137v/144V Pos: standing >
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South -West
< 432h/382H 136v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West #
< 432h/382H 137v/144V Pos: standing >
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -West
< 432h/382H 137v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South -West #
< 432h/382H 138v/144V Pos: standing >
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East -South
< 432h/382H 137v/144V Pos: standing >
< 432h/382H 138v/144V Pos: standing >
The Office of Macom, the Shipwright
This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul. Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones. Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West
Macom, the town shipwright, stands here ready to deal.
< 432h/382H 138v/144V Pos: standing >
The Dock
This short dock is used for ships entering and leaving the city. Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea. Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Ketch H.M.S. Interceptor floats here.
The Sloop Shadow floats here.
The Sloop Pwny Express floats here.
The Destroyer COVID-20 floats here.
The Caravel yup floats here.
The Sloop +Wheeping floats here.
The Caravel gnomish Contraption floats here.
The Sloop Seas the Day floats here.
The Galleon The Trade Federation floats here.
The Sloop fatty floats here.
The Sloop parmesan floats here.
The Yacht PlanetBound Illithid floats here.
The Clipper Riq floats here.
The Frigate sKeleTon cRew floats here.
The Sloop Shinderu floats here.
The Sloop Skidbladner floats here.
The Sloop x==|========> floats here.
< 432h/382H 137v/144V Pos: standing >
You get a pile of coins from your large leather backpack.
There were: 2115 platinum coins, 5 gold coins, 4 silver coins, 9 copper coins.
< 431h/382H 144v/144V Pos: standing >
Your ship is currently being worked on, please wait for another 52.6 hours.
< 431h/382H 144v/144V Pos: standing >
Ok.
You put 2115 platinum, 5 gold, 4 silver, and 9 copper coins into a large leather backpack.
< 431h/382H 144v/144V Pos: standing >
< 430h/382H 144v/144V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.
< 430h/382H 144v/144V Pos: standing >
< 430h/382H 144v/144V Pos: standing >
An orcish merchant snaps into visibility.
Out of nowhere, an orcish merchant stabs you in the back.
OUCH! That really did HURT!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
< 382h/382H 144v/144V Pos: standing >
< T: Lorak TP: sta TC:excellent E: an orcish merchant sta EP: excellent >
An orcish merchant dodges your futile attack.
An orcish merchant snaps into visibility.
You dodge an orcish merchant's vicious attack.
An orcish merchant snaps into visibility.
An orcish merchant's impressive slash strikes you.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
You dodge an orcish merchant's vicious attack.
You dodge an orcish merchant's vicious attack.
An orcish merchant snaps into visibility.
An orcish merchant's impressive slash strikes you.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
You dodge an orcish merchant's vicious attack.
An orcish merchant snaps into visibility.
< 349h/382H 144v/144V Pos: standing >
< T: Lorak TP: sta TC:few scratches E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
An orcish merchant dances an amazing maneuver in battle, tripping you.
< 349h/382H 144v/144V Pos: on your ass >
< T: Lorak TP: ass TC:few scratches E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
An orcish merchant's powerful slash strikes you.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
An orcish merchant's powerful pierce strikes you.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
An orcish merchant's powerful slash strikes you hard.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
An orcish merchant's powerful slash strikes you.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
An orcish merchant's powerful slash strikes you hard.
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant snaps into visibility.
< 225h/382H 144v/144V Pos: on your ass >
< T: Lorak TP: ass TC: few wounds E: an orcish merchant sta EP: excellent >
An orcish merchant snaps into visibility.
Before you can react an orcish merchant suddenly lashes at you.
OUCH! That really did HURT!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
The globe around an orcish merchant's body flares as it bears the brunt of your assault!
An orcish merchant steps quickly into the shadows and darts quickly at your face, causing you to temporarily black out.
You have been blinded!
< 170h/382H 144v/144V Pos: on your ass >
< T: someone TP: ass TC: nasty wounds E: someone sta EP: excellent >
Someone parries your futile lunge at him.
< 170h/382H 144v/144V Pos: on your ass >
< T: someone TP: ass TC: nasty wounds E: someone sta EP: excellent >
Someone's powerful slash strikes you very hard.
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful pierce seriously wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful pierce seriously wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful slash seriously wounds you.
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's pierce enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful pierce 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!
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
Someone's powerful slash hits you.
Your consciousness begins to fade in and out as your mortality slips away.....