<worn about body> some long flowing robes
<worn about waist> an illithidskin belt
<worn on belt buckle>a rotting cloth bag
<worn on arms> a pair of studded leather sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.
< 195h/402H 124v/129V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West # -Up
< 197h/402H 125v/129V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
Grym who is close by above you.
< 197h/402H 125v/129V Pos: standing >
Ok.
< 199h/402H 127v/129V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -South -West
< 199h/402H 126v/129V Pos: standing >
Ok.
< 200h/402H 127v/129V Pos: standing >
Score information for Gangneng
Level: 53 Race: Githyanki Class: Psionicist / Pyrokinetic Sex: Male
Hit points: 200(402) Mana: 1101(1101) Moves: 127(129)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 59%
Status: Standing.
Frags: -0.92 Deaths: 18
Detecting: Invisible Evil Good Magic Life
Protected from: Fire
Enchantments: Inertial-Barrier Ultravision Farsee Fly Armor Ectoplasmic form Tower of Iron Will
Combat Pulse: 19 Spell Pulse: 0.86
Leaderboard Points: 574
Active Spells:
--------------
fly (101 minutes)
enhance agility (47 minutes)
enhance dexterity (47 minutes)
enhance strength (47 minutes)
enhance constitution (47 minutes)
intellect fortress (20 minutes)
energy containment (29 minutes)
aura sight (31 minutes)
flesh armor (21 minutes)
adrenaline control (54 minutes)
combat mind (52 minutes)
cannibalize (49 minutes)
tower of iron will (22 minutes)
ectoplasmic form (22 minutes)
molecular control (9 minutes)
inertial barrier (26 minutes)
biofeedback (2 minutes)
accelerated healing (40 minutes)
< 200h/402H 127v/129V Pos: standing >
Small Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
< 201h/402H 128v/129V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
An commoner who is a brief walk away to your south.
A shady chemist who is close by to your west.
Gonx who is close by to your west.
< 202h/402H 128v/129V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
< 203h/402H 127v/129V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -West
< 203h/402H 126v/129V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East -South -West
< 203h/402H 125v/129V Pos: standing >
Street of the Lost Warrior
The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East -West
< 204h/402H 124v/129V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West
A disheveled commoner squats in a corner.
< 204h/402H 124v/129V Pos: standing >
Your body vibrates as you fan out your molecules.
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West # -Down
< 204h/402H 123v/129V Pos: standing >
Alas, you cannot go that way. . . .
< 204h/402H 123v/129V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
< 205h/402H 123v/129V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North# -South
< 206h/402H 123v/129V Pos: standing >
Your body vibrates as you fan out your molecules.
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South# -West
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[10] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.
An agitated commoner walks the road.
Ackum, the master warrior, is here.
< 206h/402H 122v/129V Pos: standing >
Mock Combat Chamber
A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
[3] A small round shield has been dropped here.
A coloured trout lays stinking here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
[3] A long steel sword is here in the dirt.
[5] A steel dagger about a foot in length lies here.
[7] A steel dagger has been tossed aside here.
A spellbook has been tossed aside here.
[6] A durable looking footman's flail lies discarded here.
[6] A great flail has been carelessly left here.
[6] A large black leather whip lies coiled here.
[70] A small bandage rests upon the ground here.
[13] A sturdy looking wooden club has been left here.
[13] A stout cudgel carved from oak wood lies here.
[13] A gnoby piece of wood, perhaps a small mace, lies here.
[12] A warhammer with a sturdy-looking steel head lies here.
A Shade (small) stands here.(Gold Aura)
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
< 207h/402H 122v/129V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your west.
Ackum who is close by to your west.
Micheral who is not far off to your west.
< 207h/402H 122v/129V Pos: standing >
You begin to focus your will...
< 209h/402H 124v/129V Pos: standing >
You snap into visibility.
Casting: pyrokinesis
< 211h/402H 126v/129V Pos: standing >
Your mental manipulations become a reality...
You will the flames of the abyss to overwhelm and consume your foe...
The intense flames cause a Shade's skin to smolder and burn!
[Damage: 105 ] -=[You ignite a personal inferno within a Shade's body.]=-
[Damage: 108 ] A Shade suddenly looks in pain as he moves.
You burn them on the inside, real deep.
A Shade misses you.
< 211h/402H 126v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: few wounds >
A Shade dodges your futile attack.
You miss a Shade.
A Shade dodges your futile attack.
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: few wounds >
You begin to focus your will...
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: few wounds >
Casting: pyrokinesis
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: few wounds >
Your mental manipulations become a reality...
You will the flames of the abyss to overwhelm and consume your foe...
The intense flames cause a Shade's skin to smolder and burn!
[Damage: 103 ] -=[You ignite a personal inferno within a Shade's body.]=-
[Damage: 111 ]
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: awful >
You begin to focus your will...
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: awful >
You dodge a Shade's vicious attack.
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: awful >
Casting: pyrokinesis
< 211h/402H 127v/129V Pos: standing >
< T: Gangneng TP: sta TC: few wounds E: A Shade sta EP: awful >
Your mental manipulations become a reality...
You will the flames of the abyss to overwhelm and consume your foe...
The intense flames cause a Shade's skin to smolder and burn!
[Damage: 65 ] -=[You ignite a personal inferno within a Shade's body.]=-
[Damage: 12 ] A Shade is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Gangneng by 13333333.
The smell of fresh blood enters your body, infusing you with power!