<worn about waist> a vorhide belt [superior]
<worn on belt buckle>a glowing quill (glowing)
<attached to belt> a glowing quill (glowing)
<primary weapon> a Tannadian rapier [superior]
<held> a small wooden flute
<worn on legs> some leather leggings
<worn on feet> a pair of high-soft leather boots
The open sea looms before the eyes, magnifient and dangerous, eager
for the new sailors to take risks by braving it. The harbour behind
quickly disappears from sight as the ship moves further in to the
great expanse of water.
Obvious exits: -North -South -West
The SeaStalker floats on the waves here.
The Ketch Revelations floats here.
< 216h/216H 112v/112V Pos: standing >
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Clipper Living Dead floats here.
The Caravel Quinn floats here.
The Caravel Fraglord floats here.
The Galleon Word of Recall floats here.
The Sloop Dart floats here.
The Caravel ANSI floats here.
The Caravel Battletidez floats here.
The Sloop Meow floats here.
The Sloop nonexistence floats here.
The Ketch GoDzILA floats here.
The Sloop Imposter floats here.
The Galleon Minty floats here.
The Carrack Korabl idi nakhuy floats here.
The Carrack Lolth's Rage floats here.
The Sloop Blood Lord floats here.
The Clipper Sea Breaze floats here.
The Clipper Blue Collar floats here.
The Sloop Blazing Saddles floats here.
The Sloop Zoooooom floats here.
The Galleon DrAiNiNg AwAy! floats here.
The Clipper farrrrr floats here.
The Sloop Stench floats here.
The Sloop Walking Dead floats here.
The Sloop AzizLight floats here.
The Galleon -Wave-Cutter- floats here.
The Clipper Tub floats here.
The Ketch Floating Branch floats here.
The Ketch MaELSTRoM floats here.
The Caravel ~J~A~W~S~~^~~ floats here.
The Ketch Nightshade floats here.
The Sloop Braincage floats here.
The Yacht Monkey Around floats here.
The Sloop Flee floats here.
A shrill horn blows, alerting passengers to disembark.
A strange voice announces, 'Now arrived at Storm Port.'
< 216h/216H 112v/112V Pos: standing >
An orc crewman enters from the west.
< 216h/216H 112v/112V Pos: standing >
You have memorized the following spells:
( 5th circle) 2 - concealment
( 4th circle) 3 - burning hands
1 - minor creation
( 3rd circle) 4 - magic missile
( 2nd circle) 5 - mirror image
You can memorize no more spells.
< 216h/216H 112v/112V Pos: standing >
An orc crewman leaves west.
< 216h/216H 112v/112V Pos: standing >
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Clipper Living Dead floats here.
The Caravel Quinn floats here.
The Caravel Fraglord floats here.
The Galleon Word of Recall floats here.
The Sloop Dart floats here.
The Caravel ANSI floats here.
The Caravel Battletidez floats here.
The Sloop Meow floats here.
The Sloop nonexistence floats here.
The Ketch GoDzILA floats here.
The Sloop Imposter floats here.
The Galleon Minty floats here.
The Carrack Korabl idi nakhuy floats here.
The Carrack Lolth's Rage floats here.
The Sloop Blood Lord floats here.
The Clipper Sea Breaze floats here.
The Clipper Blue Collar floats here.
The Sloop Blazing Saddles floats here.
The Sloop Zoooooom floats here.
The Galleon DrAiNiNg AwAy! floats here.
The Clipper farrrrr floats here.
The Sloop Stench floats here.
The Sloop Walking Dead floats here.
The Sloop AzizLight floats here.
The Galleon -Wave-Cutter- floats here.
The Clipper Tub floats here.
The Ketch Floating Branch floats here.
The Ketch MaELSTRoM floats here.
The Caravel ~J~A~W~S~~^~~ floats here.
The Ketch Nightshade floats here.
The Sloop Braincage floats here.
The Yacht Monkey Around floats here.
The Sloop Flee floats here.
< 216h/216H 112v/112V Pos: standing >
You stop using a Tannadian rapier [superior].
< 216h/216H 112v/112V Pos: standing >
This item is from the zone: Tharnadia - City of Humans.
That's all you can recall about this item.
< 216h/216H 112v/112V Pos: standing >
This item is from the zone: Tharnadia - City of Humans.
That's all you can recall about this item.
< 216h/216H 112v/112V Pos: standing >
This item is from the zone: Tharnadia - City of Humans.
'a Tannadian rapier [superior]'
Weight 5, Item type: WEAPON
Item is: NOBITS
Damage Dice is '2D4'
This item will also affect your HITROLL positively.
A Tannadian rapier [superior] has an item value of 45.
< 216h/216H 112v/112V Pos: standing >
This item is from the zone: Tharnadia - City of Humans.
That's all you can recall about this item.
< 216h/216H 112v/112V Pos: standing >
You wield a Tannadian rapier [superior].
< 216h/216H 112v/112V Pos: standing >
An orc crewman enters from the west.
< 216h/216H 112v/112V Pos: standing >
You must disembark from the boarding area.
< 216h/216H 112v/112V Pos: standing >
The Bridge of the SeaStalker
This is the bridge onboard the frigate. The ship is used for
battle much more than it is used for trading so most the cargo hold
has been emptied out and replaced with slave gallows for extra speed
and extra weapons fitted to the stern. The captain and first mate
pilot the ship from here, shouting out orders to various crewmen.
Obvious exits: -East -West
A strange, buzzing contraption beeps and whizzes here.
An Orc crewman performs his duties on the deck.
The first mate of the juggernaught stay close to his captain.
The captain of the juggernaught steers the ship from here.
< 216h/216H 111v/112V Pos: standing >
Boarding Deck of the SeaStalker
This is the deck onboard the frigate. The bridge is just to the
east of here, while the stern is to the west. Three tall masts have
been built up from the deck here, ready to unfurl huge sails once out
on the ocean. There is a rope ladder here, leading back down to the
pier.
Obvious exits: -East -West
An Orc crewman performs his duties on the deck.
< 216h/216H 110v/112V Pos: standing >
You disembark from the SeaStalker.
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
The SeaStalker floats on the waves here.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Clipper Living Dead floats here.
The Caravel Quinn floats here.
The Caravel Fraglord floats here.
The Galleon Word of Recall floats here.
The Sloop Dart floats here.
The Caravel ANSI floats here.
The Caravel Battletidez floats here.
The Sloop Meow floats here.
The Sloop nonexistence floats here.
The Ketch GoDzILA floats here.
The Sloop Imposter floats here.
The Galleon Minty floats here.
The Carrack Korabl idi nakhuy floats here.
The Carrack Lolth's Rage floats here.
The Sloop Blood Lord floats here.
The Clipper Sea Breaze floats here.
The Clipper Blue Collar floats here.
The Sloop Blazing Saddles floats here.
The Sloop Zoooooom floats here.
The Galleon DrAiNiNg AwAy! floats here.
The Clipper farrrrr floats here.
The Sloop Stench floats here.
The Sloop Walking Dead floats here.
The Sloop AzizLight floats here.
The Galleon -Wave-Cutter- floats here.
The Clipper Tub floats here.
The Ketch Floating Branch floats here.
The Ketch MaELSTRoM floats here.
The Caravel ~J~A~W~S~~^~~ floats here.
The Ketch Nightshade floats here.
The Sloop Braincage floats here.
The Yacht Monkey Around floats here.
The Sloop Flee floats here.
< 216h/216H 111v/112V Pos: standing >
Ok, you'll try to move silently for a while.
< 216h/216H 112v/112V Pos: standing >
Score information for Poh
Level: 22 Race: Human Class: Bard Sex: Male
Hit points: 216(216) Moves: 112(112)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 83%
Status: Standing.
Frags: +0.00 Deaths: 5
Enchantments: Listen
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 219
Active Spells:
--------------
well-rested bonus (126 minutes)
< 216h/216H 112v/112V Pos: standing >
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc harbour worker runs about performing his duties.
An Orc guards the docks viciously.
A tall Orc stresses over all the work to do in the harbour.
An Orc shipwright stands here, selling ship rides across the sea.
< 216h/216H 111v/112V Pos: standing >
A harbour worker leaves west.
The Northern Docks
The north docks are identical to the south docks. Trees have been
cut and placed in a row, one after another, forming a wharf into the
the sea. Ships of all sizes are tied onto the sides of the docks
and both crewmen from the ships and harbour workers hustle to finish
preparations for the next departure.
Obvious exits: -East -West
An Orc harbour worker runs about performing his duties.
An Orc harbour worker runs about performing his duties.
< 216h/216H 110v/112V Pos: standing >
The Docks of Storm Port
For the ammount of traffic coming and going through this harbour
it is probably not as large as many would hope it to be. It consists
of a north dock and a south dock, both running parallel into the sea.
Galleons line the docks, completely overcrowding them and giving the
poor harbour master a great deal of stress who happens to be severely
under handed. His station sits north, but it rare for him to ever
be inside when there is so much work to be doing.
Obvious exits: -North# -East -South -West
< 216h/216H 109v/112V Pos: standing >
Before the Docks of Storm Port
The name Storm Port is deceptive in nature for storms in this orc
city are actually quite rare. In fact, due to the rock formations in
the surrounding area creating a haven from all sorts of bad weather,
the harbour was built on this spot because it was storm free. Without
the harbour, the city would have never have flourished, thus leading
to quite an irony of sorts and the thoughts of whatever orc actually
named this town must have had a twisted sense of humour.
Obvious exits: -East -West
< 216h/216H 109v/112V Pos: standing >
Gale Road
Gale Road connects with the harbour here, making it one of the
oldest and most used pathways in the city. The sheer ammount of traffic
coming through this road then heading north or south into the city from
boarding or disembarking passengers is amazing. The harbour, once only
used for orc military personnel, now is abundant with many of the more
evil races of all classes and skills.
Obvious exits: -North -East -South
< 216h/216H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 108v/112V Pos: standing >
Tempest Avenue and Gale Road Intersection
Gale Road connects with Tempest Avenue here, one block away
from the harbour. As the city grew, this intersection became
increasingly more important. When the harbour became open to the
public, merchants began to flock off the incoming ships and setting
up shop along Tempest Avenue, possibly making it the most second
most used intersection in the city.
Obvious exits: -North -South -West
< 216h/216H 108v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 109v/112V Pos: standing >
Gale Road
Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct. The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up
< 216h/216H 108v/112V Pos: standing >
Along the Aqueduct
The aqueduct continues heading north and south, just wide enough to
allow a couple orcs to walk along it at the same time if they are willing
to get their feet wet. Every couple paces a smaller half-pipe leads
down and to the west, ultimately to an orcish home or business, to
provide fresh water. Understandably, Duergar foreman are the most
common sights along the top of the aqueduct proving that the orcs did
not construct this fairly modern structure without help.
Obvious exits: -North -South -Down
An Orc city guard walks here, most likely abusing his power.
A Duergar foreman checks the aqueduct for problems.
< 216h/216H 108v/112V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your north.
An orc merchant who is a brief walk away to your north.
A young orc soldier who is a brief walk away to your north.
A duergar foreman who is a brief walk away to your north.
A kingfish who is a brief walk away to your south.
A kingfish who is a brief walk away to your south.
< 216h/216H 109v/112V Pos: standing >
A Water Wheel On the Aqueduct
The aqueduct stone construction here has been impedded with
a large wooden wheel that slowly keeps the water flowing from the
reservoir and into the town. Several half-pipes break away here,
more than any other place on the aqueduct as the water wheel pumps
the fresh water throughout the city.
Obvious exits: -North -South
The aqueduct's huge water wheel keeps the water flowing here.
< 216h/216H 109v/112V Pos: standing >
You enter a huge water wheel.
Inside a Huge Water Wheel
It is fairly cramped in here, but enough room to let a group hide
in case of an emergency. The outside wheel continues to slowly spin
but here, inside, the main connection planks are securely fastened
on to the stone sides of the aqueduct. The water wheel operator
spends most his day in here, making sure everything is running
smoothly.
Obvious exits: -South
The water wheel operator spends his days working here.
< 216h/216H 111v/112V Pos: standing >
Ok, you'll try to move silently for a while.
< 216h/216H 112v/112V Pos: standing >
Score information for Poh
Level: 22 Race: Human Class: Bard Sex: Male
Hit points: 216(216) Moves: 112(112)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 83%
Status: Standing.
Frags: +0.00 Deaths: 5
Enchantments: Listen Sneaking
Combat Pulse: 15 Spell Pulse: 1.00
Leaderboard Points: 219
Active Spells:
--------------
well-rested bonus (126 minutes)
< 216h/216H 112v/112V Pos: standing >
A Water Wheel On the Aqueduct
The aqueduct stone construction here has been impedded with
a large wooden wheel that slowly keeps the water flowing from the
reservoir and into the town. Several half-pipes break away here,
more than any other place on the aqueduct as the water wheel pumps
the fresh water throughout the city.
Obvious exits: -North -South
The aqueduct's huge water wheel keeps the water flowing here.
< 216h/216H 111v/112V Pos: standing >
Along the Aqueduct
The aqueduct continues heading north and south, just wide enough to
allow a couple orcs to walk along it at the same time if they are willing
to get their feet wet. Every couple paces a smaller half-pipe leads
down and to the west, ultimately to an orcish home or business, to
provide fresh water. Understandably, Duergar foreman are the most
common sights along the top of the aqueduct proving that the orcs did
not construct this fairly modern structure without help.
Obvious exits: -North -South -Down
An Orc city guard walks here, most likely abusing his power.
A Duergar foreman checks the aqueduct for problems.
< 216h/216H 110v/112V Pos: standing >
South End of the Aqueduct
The aqueduct of Storm Port serves a very important role in the well
being of the city. Having all too much of salt water and too little
of pure water, a reservoir at the southern end of the town was created
by digging deep into the earth away from the sea. Once the reservoir
was established and stable, the aqueduct was built to carry the water
over the eastern side of the city, with small stone branches leading
out to western end to provide fresh water to the numerous homes and
shops. The only walkable area of the aqueduct runs north to the
Pillar of Elements and south to the reservoir.
Obvious exits: -North -South
< 216h/216H 109v/112V Pos: standing >
On a Small Reservoir
This reservior provides the city of Storm Port with all of its
fresh water. Many years ago, the orcs put much effort into digging
a hole deep into the earth here, so a well would form. Now most of
the hole has been covered up, but still the fresh water from below
ground continues to rise to the surface. The reservior is shallow
enough to walk in as long as one watches his step and does not fall
into the well.
Obvious exits: -North -East -South -West
< 216h/216H 107v/112V Pos: standing >
On a Small Reservoir
This reservior provides the city of Storm Port with all of its
fresh water. Many years ago, the orcs put much effort into digging
a hole deep into the earth here, so a well would form. Now most of
the hole has been covered up, but still the fresh water from below
ground continues to rise to the surface. The reservior is shallow
enough to walk in as long as one watches his step and does not fall
into the well.
Obvious exits: -North -East -West
A large kingfish swims around the reservoir here.
A large kingfish swims around the reservoir here.
A large kingfish swims around the reservoir here.
< 216h/216H 103v/112V Pos: standing >
You feel your skill in sneak improving.
On a Small Reservoir
This reservior provides the city of Storm Port with all of its
fresh water. Many years ago, the orcs put much effort into digging
a hole deep into the earth here, so a well would form. Now most of
the hole has been covered up, but still the fresh water from below
ground continues to rise to the surface. The reservior is shallow
enough to walk in as long as one watches his step and does not fall
into the well.
Obvious exits: -North -East -South -West
< 216h/216H 100v/112V Pos: standing >
South End of the Aqueduct
The aqueduct of Storm Port serves a very important role in the well
being of the city. Having all too much of salt water and too little
of pure water, a reservoir at the southern end of the town was created
by digging deep into the earth away from the sea. Once the reservoir
was established and stable, the aqueduct was built to carry the water
over the eastern side of the city, with small stone branches leading
out to western end to provide fresh water to the numerous homes and
shops. The only walkable area of the aqueduct runs north to the
Pillar of Elements and south to the reservoir.
Obvious exits: -North -South
< 216h/216H 98v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 99v/112V Pos: standing >
Along the Aqueduct
The aqueduct continues heading north and south, just wide enough to
allow a couple orcs to walk along it at the same time if they are willing
to get their feet wet. Every couple paces a smaller half-pipe leads
down and to the west, ultimately to an orcish home or business, to
provide fresh water. Understandably, Duergar foreman are the most
common sights along the top of the aqueduct proving that the orcs did
not construct this fairly modern structure without help.
Obvious exits: -North -South -Down
An Orc city guard walks here, most likely abusing his power.
A Duergar foreman checks the aqueduct for problems.
< 216h/216H 99v/112V Pos: standing >
Gale Road
Gale Road runs north to south on the west end of Storm Port,
almost directly below the aqueduct. The packed earth road is quite
moist, both from spill from above and the proximity to the harbour.
The orcs do not seem to mind, though, and have become quite used
to almost mud-like terrain.
Obvious exits: -North -South -Up
< 216h/216H 99v/112V Pos: standing >
Squall Road and Gale Road Intersection
In the early days, Storm Port consisted solely of the harbour,
several small supply shops, and naval barracks connected by two
roads. Squall Road was one of those two. The second, Gale Road
begins north to south here. Between these two roads a path was a
cut through rocky terrain to the flat area of the harbour. To this
day Gale and Squall Roads are still the most used streets in the city.
Obvious exits: -North -East -West
< 216h/216H 99v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 99v/112V Pos: standing >
East Gates of Storm Port
The second entrance is here, with a path leading east to west, from
outside the city to the connector of Gale and Squall Road. These
gates are most commonly used for the disembarking passengers of the
harbour wishing to head elsewhere in the country as it provides a
quick route from the harbour to outside the city. The guards here
continue to remain vigilant of any unwelcome visitors, foremost being
the races of good.
Obvious exits: -East -West
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
An Orc guards the gates from invaders here.
< 216h/216H 99v/112V Pos: standing >
Before the East Gates
Much like the southern gates, the trail leading up to the east is
surrounded by large jagged rocks, making travel across anywhere but
through the path quite dangerous. If one would happen to slip or
fall one would find oneself's impaled on several stalagmite-like
formations. It is probable to imagine this trail being cut through
the rocks by duergar stone masons or perhaps incendiary devices.
Obvious exits: -East -West
< 216h/216H 98v/112V Pos: standing >
The Road to Storm Port
The road continues west towards the gates of the city, littered
with trash from both the locals and travellers. Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East -West
< 216h/216H 96v/112V Pos: standing >
The Road to Storm Port
The road continues west towards the gates of the city, littered
with trash from both the locals and travellers. Though this stone
road is fairly well used, it is also quite dangerous and caution
is advised while travelling through the rugged terrain. Even from
here the sounds of the city are quite loud, as would be expected.
Obvious exits: -East -West
< 216h/216H 94v/112V Pos: standing >
The Road to Storm Port
This pathway has been cut through the rocky terrain of the area
and turned into a fairly well used road to the harbour city of
Storm Port. The trail continues through the treacherous terrain
that protects the harbour from elements and towards the gates of
the city. A group of mercenaries stand here, looking to the western
gates and muttering something rather rude about orcs in general.
Obvious exits: -East -West
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands with his companions here.
A Soldier of Fortune stands here pondering his next move.
< 216h/216H 93v/112V Pos: standing >
.^@
.+.
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 92v/112V Pos: standing >
Find a dock to swim from!
< 216h/216H 92v/112V Pos: standing >
.^.
.+@
*+*.
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 91v/112V Pos: standing >
.+.
*+@.
*.*..
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 89v/112V Pos: standing >
..+.
M*@*.
**.*.
Along a Crumbling Cobblestone Road
Obvious exits: -North -East -South -West
< 216h/216H 89v/112V Pos: standing >
..+.
.M@+*
M**.*
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 88v/112V Pos: standing >
It rains a bit harder.
..+
..@*+
****.
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
You see the red shape of a giant living being here.
< 216h/216H 86v/112V Pos: standing >
..
..@M*
.****
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 84v/112V Pos: standing >
. .
*.@.M
*.***
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 83v/112V Pos: standing >
..
**@..
**.**
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 81v/112V Pos: standing >
*..
**@..
***.*
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 79v/112V Pos: standing >
**..
**@*.
.***.
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 78v/112V Pos: standing >
.**..
.*@**
^.***
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 76v/112V Pos: standing >
..**.
^.@**
M^.**
A Dense Patch of Spruce Trees
Obvious exits: -North -East -South -West
< 216h/216H 74v/112V Pos: standing >
^..**
M^@**
MM^.*
Rugged Grasslands Along the Coast
Obvious exits: -North -East -South -West
< 216h/216H 72v/112V Pos: standing >
Just Below the Mountain Glacier
Obvious exits: -East -South -West
< 216h/216H 70v/112V Pos: standing >
Rocky Path Above the Tree line
Obvious exits: -East -West
You see the red shape of a medium living being here.
< 216h/216H 67v/112V Pos: standing >
Rocky Path Above the Tree line
Obvious exits: -East -West
< 216h/216H 64v/112V Pos: standing >
Bend in the Path Above the Tree line
Obvious exits: -East -South
< 216h/216H 61v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 62v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 62v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 62v/112V Pos: standing >
Rocky Path Above the Tree line
Obvious exits: -North -South
< 216h/216H 60v/112V Pos: standing >
Bend in the Path Above the Tree line
Obvious exits: -North -East
You see the red shape of a large living being here.
< 216h/216H 57v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 57v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 58v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 58v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 58v/112V Pos: standing >
Bend in the Path Above the Tree line
Obvious exits: -South -West
< 216h/216H 55v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 56v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 56v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 56v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 56v/112V Pos: standing >
Above the Tree line
Obvious exits: -North -South
You see the red shape of a large living being here.
< 216h/216H 54v/112V Pos: standing >
Above the Tree line
Obvious exits: -North -South
< 216h/216H 51v/112V Pos: standing >
Curve in the Rocky Trail Climbing Through the Forest.
Obvious exits: -North -West
< 216h/216H 48v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 48v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 49v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 49v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 216h/216H 49v/112V Pos: standing >
Rocky Trail Climbing Through the Forest.
Obvious exits: -East -West
< 216h/216H 47v/112V Pos: standing >
Rocky Trail Climbing Through the Forest.
Obvious exits: -East -West
< 216h/216H 44v/112V Pos: standing >
Rocky Trail Climbing Through the Forest.
Obvious exits: -East -West
< 216h/216H 41v/112V Pos: standing >
A Fork in the Twisted Trail
Obvious exits: -North -East -South
A red shape snaps into visibility.
-=[Out of nowhere, a red shape stabs you in the back.]=-
OUCH! That really did HURT!
With a swift tug a red shape wrenches the weapon free, ramming it into you again.
-=[Out of nowhere, a red shape stabs you in the back.]=-
OUCH! That really did HURT!
-=[Out of nowhere, a red shape stabs you in the back.]=-
Your some spiked leather armor bearing the emblem of Caer Tannad was completely destroyed by the massive blow!