<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about waist> a belt of sewn ratskins
<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
<primary weapon> an amber-colored rod
<worn on legs> a pair of studded leather leggings
<worn on feet> a pair of tight black slippers
< 141h/151H 117v/120V Pos: standing >
You quickly scan the area.
A small snake who is a brief walk away to your west.
A small snake who is a brief walk away to your west.
< 141h/151H 118v/120V Pos: standing >
Nearing 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: -East -West
Zaph enters from the west.
< 142h/151H 118v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A small snake who is rather far off to your west.
A small snake who is rather far off to your west.
< 142h/151H 119v/120V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
Zaph enters from the west.
< 142h/151H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 142h/151H 119v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A small snake who is in the distance to your west.
A small snake who is in the distance to your west.
< 142h/151H 119v/120V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
Zaph enters from the south.
< 143h/151H 119v/120V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
Zaph enters from the west.
< 143h/151H 118v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 143h/151H 118v/120V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
Zaph enters from the east.
< 143h/151H 118v/120V Pos: standing >
Ok.
< 144h/151H 120v/120V Pos: standing >
In a Log Cabin
A hard oak wood was used to make this cabin. The wood is strong enough
to withstand the test of time, weathering, and an occasional monsoon.
Considering the size of the cabin, many trees must have fallen in order to
procure its existence. Little furniture exists in the room and the nature
of the cabin is uncertain. It looks deserted for piles of dust cover every
corner of it. A chimney is off tin the northeastern corner of the cabin. The
chimney is made of mortar, brick, and stone. It is functional despite the
refuse laying around it, although it is burnt out.
Obvious exits: -South
A human monk studies a manuscript.
Zaph enters from the south.
< 144h/151H 119v/120V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North -East -South
Zaph enters from the north.
< 144h/151H 118v/120V Pos: standing >
Ok.
< 144h/151H 119v/120V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
Zaph enters from the west.
< 144h/151H 118v/120V Pos: standing >
MMM^.....
MM^^.....
MM^^@....
MM^^^^^.*
MMM^..^^*
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
Zaph enters from the west.
< 145h/151H 118v/120V Pos: standing >
MM^.....*
M^^.....*
M^^P@...*
M^^^^^.**
MM^..^^**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
Zaph enters from the west.
< 145h/151H 116v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 145h/151H 117v/120V Pos: standing >
< 146h/151H 119v/120V Pos: standing >
< 147h/151H 120v/120V Pos: standing >
MMM^.....
MM^^.....
MM^^@P...
MM^^^^^.*
MMM^..^^*
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
Zaph enters from the east.
< 148h/151H 118v/120V Pos: standing >
Along a Game Trail
Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West
Zaph enters from the east.
< 148h/151H 117v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 148h/151H 117v/120V Pos: standing >
You have just begun the trek to your next level!
< 149h/151H 118v/120V Pos: standing >
You survey the climb ahead...
< 149h/151H 119v/120V Pos: standing >
Along a Game Trail
Obvious exits: -East -West
Zaph (Githzerai)(medium) stands in mid-air here.
< 149h/151H 119v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is rather far off to your east.
< 150h/151H 120v/120V Pos: standing >
Frag Level Cap: 33 - Good, 32 - Others
Good Frags: 3.00
Evil Frags: 0.00
Timer: 00:00:25:45
Frag Information for Everyone:
Top Fraggers
Que 6.00 (Gnome Shadowmage)
Skurk 1.64 (Orc Assassin)
Islam 1.58 (Githzerai Necrolyte)
Iona 1.46 (Grey Elf Spiritualist)
Jeb 1.32 (Grey Elf Spiritualist)
Duac 0.50 (Kobold Shaman)
Cols 0.50 (Githzerai Cavalier)
Norabi 0.49 (Grey Elf Blademaster)
Aik 0.49 (Githzerai Pyrokinetic)
Tis 0.41 (Troll Guardian)
Lowest Fraggers
Draqus -1.00 (Githyanki Conjurer)
Morrigu -1.00 (Kobold Air Magus)
Duvak -1.00 (Grey Elf Healer)
Wox -1.00 (Troll Blighter)
Psybr -0.84 (Githyanki Pyrokinetic)
Rex -0.81 (Goblin Thief)
Kymazz -0.50 (Shade Ethermancer)
Dzi -0.50 (Kobold Conjurer)
Matikai -0.50 (Kobold Sorcerer)
Poktagon -0.50 (Drider Blighter)
< 150h/151H 120v/120V Pos: standing >
< 151h/151H 120v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is rather far off to your east.
< 151h/151H 120v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is rather far off to your east.
< 151h/151H 120v/120V Pos: standing >
You have just begun the trek to your next level!
< 151h/151H 120v/120V Pos: standing >
You're about as ready as you can get.
< 151h/151H 120v/120V Pos: standing >
Along a Game Trail
Obvious exits: -East -West
Zaph (Githzerai)(medium) stands in mid-air here.
< 151h/151H 120v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is rather far off to your east.
< 151h/151H 120v/120V Pos: standing >
You have just begun the trek to your next level!
< 151h/151H 120v/120V Pos: standing >
You're about as ready as you can get.
< 151h/151H 120v/120V Pos: standing >
Near a Log Cabin
The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South
Zaph enters from the east.
< 151h/151H 119v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is in the distance to your east.
< 151h/151H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 119v/120V Pos: standing >
You quickly scan the area.
A mountain eagle who is in the distance to your east.
< 151h/151H 119v/120V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
Zaph enters from the north.
< 151h/151H 118v/120V Pos: standing >
< 151h/151H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 120v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A bulky minotaur guard who is not far off to your west.
A small snake who is in the distance to your west.
A small snake who is in the distance to your west.
< 151h/151H 120v/120V Pos: standing >
Nearing 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: -East -West
Zaph enters from the east.
< 151h/151H 119v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A bulky minotaur guard who is close by to your west.
A small snake who is rather far off to your west.
A small snake who is rather far off to your west.
< 151h/151H 119v/120V Pos: standing >
Along a River
The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
Zaph enters from the east.
< 151h/151H 118v/120V Pos: standing >
You quickly scan the area.
A small snake who is a brief walk away to your west.
A small snake who is a brief walk away to your west.
< 151h/151H 118v/120V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
Zaph enters from the east.
< 151h/151H 118v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is close by to your east.
A bulky minotaur guard who is close by to your east.
A bulky minotaur guard who is close by to your east.
A bulky minotaur guard who is close by to your east.
A bulky minotaur guard who is close by to your east.
A bulky minotaur guard who is close by to your east.
A small snake who is not far off to your west.
A small snake who is not far off to your west.
< 151h/151H 119v/120V 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.
Zaph enters from the east.
< 151h/151H 119v/120V Pos: standing >
Hint: Beware of guards! Some guards will come to the aid of your victims!
< 151h/151H 119v/120V Pos: standing >
You quickly scan the area.
A commoner who is rather far off to your north.
A bulky minotaur guard who is not far off to your east.
A bulky minotaur guard who is not far off to your east.
A bulky minotaur guard who is not far off to your east.
A bulky minotaur guard who is not far off to your east.
A bulky minotaur guard who is not far off to your east.
A bulky minotaur guard who is not far off to your east.
A small snake who is close by to your west.
A small snake who is close by to your west.
< 151h/151H 119v/120V 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.
A small snake swims in the swamp.
Zaph enters from the east.
< 151h/151H 119v/120V Pos: standing >
You quickly scan the area.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
A bulky minotaur guard who is a brief walk away to your east.
< 151h/151H 119v/120V 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.
Zaph enters from the west.
< 151h/151H 118v/120V 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
Zaph enters from the south.
< 151h/151H 117v/120V 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
Zaph enters from the south.
< 151h/151H 116v/120V 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
Zaph enters from the south.
< 151h/151H 115v/120V 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.
Zaph enters from the south.
< 151h/151H 114v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 115v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 151h/151H 115v/120V 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
Zaph enters from the west.
< 151h/151H 115v/120V Pos: standing >
You quickly scan the area.
The head taskmaster who is close by to your north.
A commoner who is a brief walk away to your north.
A large minotaur who is rather far off to your north.
A stout duergar merchant who is rather far off to your north.
A commoner who is close by to your west.
< 151h/151H 116v/120V 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
The head taskmaster silently cleans his whip.
Zaph enters from the south.
< 151h/151H 116v/120V 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
Zaph enters from the south.
< 151h/151H 115v/120V 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.
Zaph enters from the south.
< 151h/151H 114v/120V 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.
Zaph enters from the south.
< 151h/151H 114v/120V 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
Zaph enters from the south.
< 151h/151H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 116v/120V 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
Zaph enters from the west.
< 151h/151H 116v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 151h/151H 116v/120V 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
Zaph enters from the south.
< 151h/151H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 151h/151H 117v/120V 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.
Zaph enters from the west.
< 151h/151H 117v/120V Pos: standing >
You quickly scan the area.
You see nothing.
< 151h/151H 117v/120V 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
< 151h/151H 120v/120V Pos: standing >
You quickly scan the area.
Zaph who is close by to your west.
< 151h/151H 120v/120V 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
< 151h/151H 119v/120V 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 Minotaur (large) stands here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 151h/151H 118v/120V Pos: standing >
A Minotaur stops using a twisted brass heater shield from Jindon the Deathwood Forest.
< 151h/151H 118v/120V Pos: standing >
A Minotaur stops using an amber-colored rod.
< 151h/151H 119v/120V Pos: standing >
A Minotaur starts casting an offensive spell.
< 151h/151H 120v/120V Pos: standing >
You start chanting...
< 151h/151H 120v/120V Pos: standing >
A Minotaur completes his spell...
A Minotaur utters the words 'waouq wuggurz'
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
< 141h/151H 120v/120V Pos: standing >
<Casting: sleep
< 141h/151H 120v/120V Pos: standing >
<You complete your spell...
A Minotaur goes to sleep.
< 141h/151H 120v/120V Pos: standing >
A Minotaur is stunned!
A Minotaur slumps to the ground.
A Minotaur has a RUDE awakening!
A Minotaur awakens.
< 141h/151H 120v/120V Pos: standing >
You attempt to flee...
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
You flee southward!
< 141h/151H 89v/120V Pos: standing >
A Minotaur slithers in from the north.
< 141h/151H 91v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 141h/151H 93v/120V Pos: standing >
A Minotaur staggers about, but manages to get to his feet.
< 141h/151H 94v/120V Pos: standing >
A Minotaur starts casting an offensive spell.
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
< 141h/151H 93v/120V Pos: standing >
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
< 127h/151H 96v/120V Pos: standing >
Zaph slowly fades into existence.
< 127h/151H 97v/120V Pos: standing >
You don't have that spell memorized.
< 127h/151H 97v/120V Pos: standing >
A Minotaur enters from above.
< 127h/151H 98v/120V Pos: standing >
A Minotaur starts casting an offensive spell.
You don't have that spell memorized.
< 127h/151H 98v/120V Pos: standing >
A Minotaur completes his spell...
A Minotaur utters the words 'magic missile'
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
Sorry, you aren't allowed to do that in combat.
< 102h/151H 100v/120V Pos: standing >
<A Minotaur starts casting a spell.
Zaph starts casting an offensive spell.
< 102h/151H 100v/120V 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!
< 102h/151H 69v/120V Pos: standing >
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
< 50h/151H 69v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/151H 69v/120V 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
< 50h/151H 70v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/151H 70v/120V 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.
A Minotaur (large) stands here.
< 50h/151H 72v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/151H 72v/120V Pos: standing >
A Minotaur starts casting an offensive spell.
< 50h/151H 73v/120V Pos: standing >
Zaph fires a blast of cold at a Minotaur, who screams out in pain!
< 50h/151H 73v/120V Pos: standing >
A Minotaur completes his spell...
A Minotaur utters the words 'magic missile'
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
-=[You stagger as a magic missile from a Minotaur hits you.]=-
You wish that your wounds would stop BLEEDING so much!
You miss a Minotaur.
< 15h/151H 74v/120V Pos: standing >
< T: Mussa TP: sta TC: awful E: A Minotaur sta EP: small wounds >
Zaph enters from elsewhere.
< 15h/151H 74v/120V Pos: standing >
< T: Mussa TP: sta TC: awful E: A Minotaur sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
Zaph starts casting an offensive spell.
< 15h/151H 74v/120V Pos: standing >
< T: Mussa TP: sta TC: awful E: A Minotaur sta EP: small wounds >
A Minotaur starts casting an offensive spell.
< 15h/151H 74v/120V Pos: standing >
< T: Mussa TP: sta TC: awful E: A Minotaur sta EP: small wounds >
You attempt to flee...
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
You flee westward!
< 15h/151H 46v/120V Pos: standing >
-=[You stagger as a magic missile from a Minotaur hits you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[You stagger as a magic missile from a Minotaur hits you.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[You stagger as a magic missile from a Minotaur hits you.]=-
You watch as the world spins around your gruesomely cut body.
You feel your strength wane, leaving you for the carrion crawlers to
devour.
-=[-=[