The death of [25 Sorcerer] Mussa Islamic Jihad (Shade)

in A Forest Grove

from the perspective of [21 Sorcerer] Thalin (Minotaur)

<worn on eyes>       an unique crystal eyepatch
<worn in ear>        a knight's hide stud
<worn in nose>       a brass nose ring
<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a hard leather cloak
<worn on back>       a large leather backpack
<worn about waist>   a scarlet silk sash
<worn on belt buckle>a rugged adventurers satchel
<worn on arms>       a pair of studded leather sleeves
<worn on hands>      a pair of brown leather gloves
<worn on legs>       a pair of studded leather leggings

Alas, you cannot go that way. . . .

< 365h/365H 168v/170V Pos: standing >
The door seems to be closed.

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 169v/170V Pos: standing >
I really don't see how you can close anything there.

< 365h/365H 169v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 365h/365H 169v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 169v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South -West 
An agitated commoner walks the road.

< 365h/365H 168v/170V Pos: standing >
A Large House
   Decorations fill the walls, strange ornates attach themselves to the
square windows. These ornates hang above the window and passerbyers can see
them from the outside. Obviously these ornates were meant to bring attention
to his house. A nicely carved model of the city lies atop of a circular table,
the table has four chairs around it and stands off in the corner, near the
window. Picture frames have remarkable paintings on them, most of them are
portraits of the city and blue prints of city structures. An oddly placed sign
hangs above the staircase. The sign reads "Enter at your own risk". The
staircase spirals upwards to the second floor.
Obvious exits: -North -Up   
Kina, the tinkerer, scribbles something upon a pad.

< 365h/365H 167v/170V Pos: standing >
Pardon?

< 365h/365H 167v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South -West 
An agitated commoner walks the road.

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
Kina enters from the south.
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 365h/365H 168v/170V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
Kina who is not far off to your west.
An agitated minotaur who is not far off to your west.

< 365h/365H 168v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
You quickly scan the area.
Kina who is a brief walk away to your west.
An agitated minotaur who is a brief walk away to your west.

< 365h/365H 169v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 365h/365H 169v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your south.
Kina who is rather far off to your west.
An agitated minotaur who is rather far off to your west.

< 365h/365H 169v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your south.

< 365h/365H 168v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 
An agitated commoner walks the road.

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 365h/365H 168v/170V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 365h/365H 168v/170V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your west.

< 365h/365H 168v/170V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 

< 365h/365H 168v/170V Pos: standing >
Inside a Patch of Tall Reeds
   The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A carnivorous plant opens its jaws.

< 365h/365H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 169v/170V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 

< 365h/365H 169v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 169v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
You quickly scan the area.
An agitated minotaur who is rather far off to your west.

< 365h/365H 169v/170V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 365h/365H 167v/170V Pos: standing >

< 365h/365H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 168v/170V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 365h/365H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 167v/170V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 365h/365H 167v/170V Pos: standing >
A Bend in a Trail
   A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South

< 365h/365H 167v/170V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -North -South

< 365h/365H 167v/170V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.

< 365h/365H 168v/170V Pos: standing >
A Cobblestone Road
   The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South

< 365h/365H 168v/170V Pos: standing >
Before a Forest
   The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East  -South -West #
A commoner walks toward his destination.

< 365h/365H 167v/170V Pos: standing >

< 365h/365H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 168v/170V Pos: standing >
A Steep Slope
   The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West 
The head taskmaster silently cleans his whip.

< 365h/365H 169v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
A Small Plateau
   This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
A Light Forest
   A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A large minotaur who is not far off to your north.
A stout duergar merchant who is not far off to your north.
The head taskmaster who is not far off to your south.

< 365h/365H 169v/170V Pos: standing >
Beginnings of a Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
A commoner walks toward his destination.

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 170v/170V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 365h/365H 169v/170V Pos: standing >

< 365h/365H 169v/170V Pos: standing >
You quickly scan the area.
A commoner who is close by to your south.
The head taskmaster who is rather far off to your south.

< 365h/365H 169v/170V Pos: standing >
A Withered Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East  -South

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
A large minotaur who is close by to your south.
A stout duergar merchant who is close by to your south.
A commoner who is not far off to your south.
The head taskmaster who is rather far off to your south.

< 365h/365H 169v/170V Pos: standing >
Before a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -North -West 

< 365h/365H 168v/170V Pos: standing >
On a Wooden Bridge
   The wooden bridge looks to have nearly succumbed to the elements. Years of
rain, snow, wind, and the sun look to have broken the elasticity and strength
of the bridge. A forest grove is visible just to the east, it's a very shallow
grove, however, it's impossible to see just what lays within it for a veil of
darkness surrounds it. To the south a small settlement is visible. Over the
horizon to the west a large tower looms, peaking over the trees just enough so
that it is possible to scout a large portion of the area to the east.
Obvious exits: -East  -South

< 365h/365H 169v/170V Pos: standing >
A Forest Grove
   Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West 
A tower of high sorcery blocks out all light.

< 365h/365H 168v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 365h/365H 168v/170V Pos: standing >
You enter a tower of high sorcery.
A Tower Base
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West  -Up   

< 365h/365H 170v/170V Pos: standing >
You failed.

< 365h/365H 170v/170V Pos: standing >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 

< 365h/365H 169v/170V Pos: standing >
You failed.

< 365h/365H 169v/170V Pos: standing >
The Chamber of the Archmage
   This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A sturdy looking wooden club has been left here.
A steel dagger about a foot in length lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 365h/365H 168v/170V Pos: standing >
You failed.

< 365h/365H 168v/170V Pos: standing >
You are using:
<worn on eyes>       an unique crystal eyepatch
<worn in ear>        a knight's hide stud
<worn in nose>       a brass nose ring
<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a hard leather cloak
<worn on back>       a large leather backpack
<worn about waist>   a scarlet silk sash
<worn on belt buckle>a rugged adventurers satchel
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a twisted brass heater shield from Jindon the Deathwood Forest
<worn on hands>      a pair of brown leather gloves
<primary weapon>     an amber-colored rod
<worn on legs>       a pair of studded leather leggings

< 365h/365H 170v/170V Pos: standing >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 

< 365h/365H 169v/170V Pos: standing >
Shoppe of Lost Magic
   Many glass containers behold different magical items. Potions and wands are
stored in these large class cases for safe keeping. There is no doubt that
runes of warding and magical enchantments have been placed upon the glass to
forbid anyone from their master creator from touching them. A small fire burns
softly in the northeastern corner of the room. The fire crackles as it tries to
burn something that it could never possibly consume, for the fire is of magic.
Obvious exits: -West 
Vanailiux is here to sell his magical items.

< 365h/365H 169v/170V Pos: standing >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 

< 365h/365H 168v/170V Pos: standing >

< 365h/365H 168v/170V Pos: standing >
The Chamber of the Archmage
   This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A sturdy looking wooden club has been left here.
A steel dagger about a foot in length lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 365h/365H 168v/170V Pos: standing >

		Score information for Thalin

Level: 21   Race: Minotaur   Class: Sorcerer Sex: Male
Hit points: 365(365)  Moves: 169(170)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Detecting:      Good
Enchantments:   Ultravision Armor
Herbs:          Medicus
Combat Pulse:   23 Spell Pulse:  1.29 
Leaderboard Points:  210 

Active Spells:
--------------
rested bonus (84 minutes)
agility (1 minute)
strength (9 minutes)
barkskin (15 minutes)


< 365h/365H 169v/170V Pos: standing >
You are close to the half-way point in the journey towards your next level.

< 365h/365H 170v/170V Pos: standing >
Pardon?

< 365h/365H 170v/170V Pos: standing >
Pardon?

< 365h/365H 170v/170V Pos: standing >
A Shade enters from the south.

< 365h/365H 170v/170V Pos: standing >
You stop using a twisted brass heater shield from Jindon the Deathwood Forest.

< 365h/365H 170v/170V Pos: standing >
You stop using an amber-colored rod.

< 365h/365H 170v/170V Pos: standing >
Pardon?

< 365h/365H 170v/170V Pos: standing >
You start chanting...

< 365h/365H 170v/170V Pos: standing >
A Shade starts casting an offensive spell.

< 365h/365H 170v/170V Pos: standing >
Autosaving...

< 365h/365H 170v/170V Pos: standing >
You complete your spell...
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-

< 365h/365H 170v/170V Pos: standing >
A Shade completes his spell...
A Shade utters the word 'sleep'
You feel very sleepy ..... Zzzzzz!

< 365h/365H 170v/170V Pos: standing >
The world starts spinning, and your ears are ringing!
Huh?  What!?  You find yourself laying on the ground!
You wake up.
Sorry, you can't do that while laying around.

< 365h/365H 170v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 365h/365H 170v/170V Pos: on your ass >
You stagger about, then fall to your knees!

< 365h/365H 170v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 365h/365H 170v/170V Pos: on your ass >
A Shade attempts to flee.
A Shade leaves south.

< 365h/365H 170v/170V Pos: on your ass >
You stagger about, then fall to your knees!

< 365h/365H 170v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 365h/365H 170v/170V Pos: on your ass >
You are already awake...
You stagger about, then fall to your knees!

< 365h/365H 170v/170V Pos: on your ass >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 
A Shade (small)  Islamic Jihad stands here.

< 365h/365H 163v/170V Pos: on your ass >
You stagger about, then fall to your knees!

< 365h/365H 163v/170V Pos: kneeling >
Get off your knees!

< 365h/365H 163v/170V Pos: kneeling >
You manage to unsteadily get to your feet.

< 365h/365H 163v/170V Pos: standing >
The world stops spinning.
You start chanting...
A Shade leaves down.

< 365h/365H 163v/170V Pos: standing >
You complete your spell...
[Damage:  3 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  3 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  3 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  3 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  3 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-

< 365h/365H 165v/170V Pos: standing >
You are already standing.

< 365h/365H 166v/170V Pos: standing >
You failed.

< 365h/365H 166v/170V Pos: standing >
A Tower Base
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West  -Up   
A Githzerai (medium) stands in mid-air here.
A Shade (small)  Islamic Jihad stands here.

< 365h/365H 165v/170V Pos: standing >

< 365h/365H 166v/170V Pos: standing >
You start chanting...

< 365h/365H 166v/170V Pos: standing >
You complete your spell...
[Damage:  5 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  5 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  5 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  5 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  5 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-

< 365h/365H 167v/170V Pos: standing >
You start chanting...
A Githzerai starts casting an offensive spell called 'cone of cold'.

< 365h/365H 168v/170V Pos: standing >
A Shade attempts to flee.
A Shade leaves west.

< 365h/365H 170v/170V Pos: standing >
You complete your spell...
[Damage: 10 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage: 11 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage: 10 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage: 10 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage: 11 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-

< 365h/365H 170v/170V Pos: standing >
A Githzerai completes his spell...
A Githzerai utters the words 'cone of cold'
-=[A blast of cold sent by a Githzerai strikes you dead on, freezing up your limbs! BRRR.]=-
The cold goes right to the bone, you feel yourself weakening!

< 330h/365H 170v/170V Pos: standing >
<You failed.

< 330h/365H 170v/170V Pos: standing >
<You failed.

< 330h/365H 170v/170V Pos: standing >
<You feel less cold.

< 330h/365H 170v/170V Pos: standing >
<A Githzerai starts casting an offensive spell.

< 330h/365H 170v/170V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 330h/365H 170v/170V Pos: standing >
<A Githzerai dodges your futile attack.

< 330h/365H 170v/170V Pos: standing >
<You attempt to flee...
A Forest Grove
   Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West 
A tower of high sorcery blocks out all light.
You flee westward!

< 330h/365H 142v/170V Pos: standing >

< 330h/365H 142v/170V Pos: standing >
You failed.

< 330h/365H 142v/170V Pos: standing >
A Shade enters from the west.

< 331h/365H 143v/170V Pos: standing >
You start chanting...

< 332h/365H 143v/170V Pos: standing >
-=[A blast of cold sent by a Githzerai strikes you dead on, freezing up your limbs! BRRR.]=-
The cold goes right to the bone, you feel yourself weakening!

< 307h/365H 144v/170V Pos: standing >
You complete your spell...
[Damage:  7 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  8 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  7 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  7 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  7 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
You feel less cold.
A Shade misses you.

< 308h/365H 144v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 A Githzerai enters from elsewhere.

< 308h/365H 145v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 A Githzerai starts casting an offensive spell.

< 308h/365H 145v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 Sorry, you aren't allowed to do that in combat.

< 308h/365H 145v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 Sorry, you aren't allowed to do that in combat.

< 308h/365H 145v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 You start chanting...

< 308h/365H 145v/170V Pos: standing >
< T: Thalin TP: sta TC: small wounds E: A Shade sta EP:  awful >
 A Shade attempts to flee.
A Shade leaves west.

< 308h/365H 145v/170V Pos: standing >
A Githzerai completes his spell...
A Githzerai utters the words 'cone of cold'
-=[A blast of cold sent by a Githzerai strikes you dead on, freezing up your limbs! BRRR.]=-
The cold goes right to the bone, you feel yourself weakening!

< 276h/365H 145v/170V Pos: standing >
<You complete your spell...
[Damage:  6 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  6 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  6 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  6 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
[Damage:  2 ] -=[You watch with self-pride as the magic missile hits a Shade.]=-
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!