<worn on head> a knight's steel circlet
<worn on eyes> some gold-rimmed ruby goggles (magic) (illuminating)
<worn in ear> a spiked marble stud
<worn in ear> an earring of angels
<worn around neck> a carnelian and ruby inlaid gorget (magic)
<worn on body> some diamondine platemail [poor]
<worn about body> a misshaped platinum bodycloak from Ugta
<worn about waist> a tattered belt of dwarven scalps
<worn on belt buckle>a sack of strange herbs (magic)
<worn on arms> some mithril-plated gnomish arm enhancers (humming)
<worn around wrist> an orc-skin wrist protector [superior] [78%]
<worn around wrist> an orc-skin wrist protector [superior] [51%]
<worn on hands> some hardened marble gloves
<worn on finger> a tiny spider ring [superior] (magic)
<worn on finger> a wisp of deadly mist
<primary weapon> the globe of stars [superior] with a strange black stone (glowing) (humming)
<worn on legs> some shin-guards of subterfuge [77%]
< 228h/228H 167v/167V Pos: standing >
You get a tiny spider ring [superior] from a large wooden chest.
< 228h/228H 167v/167V Pos: standing >
< 228h/228H 167v/167V Pos: standing >
You place a tiny spider ring [superior] on your right ring finger.
< 228h/228H 167v/167V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>
<worn on head> a knight's steel circlet
<worn on eyes> some gold-rimmed ruby goggles (magic) (illuminating)
<worn in ear> a spiked marble stud
<worn in ear> an earring of angels
<worn on face> an etched mithral faceguard [superior] (magic) (glowing)
<worn around neck> a carnelian and ruby inlaid gorget (magic)
<worn around neck> the cloak of the ageless spirit of the wind (glowing)
<worn on body> some diamondine platemail [poor]
<worn about body> a misshaped platinum bodycloak from Ugta
<worn on back>
<worn as quiver>
<worn about waist> a tattered belt of dwarven scalps
<worn on belt buckle>a sack of strange herbs (magic)
<attached to belt>
<attached to belt>
<worn on arms> some mithril-plated gnomish arm enhancers (humming)
<held as shield>
<worn around wrist> an orc-skin wrist protector [superior] [78%]
<worn around wrist> an orc-skin wrist protector [superior] [51%]
<worn on hands>
<worn on finger> a tiny spider ring [superior] (magic)
<worn on finger> a wisp of deadly mist
<primary weapon>
<held>
<worn on legs> some shin-guards of subterfuge [77%]
<worn on feet> a pair of forest walking boots [superior]
< 247h/247H 167v/167V Pos: standing >
< 247h/247H 167v/167V Pos: standing >
A large wooden chest contains:
a pair of crystalized gloves (glowing) (humming)
some drow-made brass claws
some dark bone talons
some rusty ivory gloves
some hardened marble gloves
< 247h/247H 167v/167V Pos: standing >
You get a pair of crystalized gloves from a large wooden chest.
< 247h/247H 167v/167V Pos: standing >
You can't use a pair of crystalized gloves.
You can't use a pair of crystalized gloves.
You can't use a pair of crystalized gloves.
< 247h/247H 167v/167V Pos: standing >
< 247h/247H 167v/167V Pos: standing >
You do not see a marblechest here.
< 247h/247H 167v/167V Pos: standing >
< 247h/247H 167v/167V Pos: standing >
You get some hardened marble gloves from a large wooden chest.
< 247h/247H 167v/167V Pos: standing >
< 247h/247H 167v/167V Pos: standing >
You pull some hardened marble gloves onto your hands.
< 247h/247H 167v/167V Pos: standing >
You are carrying: (1/11)
a pair of crystalized gloves (glowing) (humming)
< 259h/259H 167v/167V Pos: standing >
You drop a pair of crystalized gloves.
< 259h/259H 167v/167V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>
<worn on head> a knight's steel circlet
<worn on eyes> some gold-rimmed ruby goggles (magic) (illuminating)
<worn in ear> a spiked marble stud
<worn in ear> an earring of angels
<worn on face> an etched mithral faceguard [superior] (magic) (glowing)
<worn around neck> a carnelian and ruby inlaid gorget (magic)
<worn around neck> the cloak of the ageless spirit of the wind (glowing)
<worn on body> some diamondine platemail [poor]
<worn about body> a misshaped platinum bodycloak from Ugta
<worn on back>
<worn as quiver>
<worn about waist> a tattered belt of dwarven scalps
<worn on belt buckle>a sack of strange herbs (magic)
<attached to belt>
<attached to belt>
<worn on arms> some mithril-plated gnomish arm enhancers (humming)
<held as shield>
<worn around wrist> an orc-skin wrist protector [superior] [78%]
<worn around wrist> an orc-skin wrist protector [superior] [51%]
<worn on hands> some hardened marble gloves
<worn on finger> a tiny spider ring [superior] (magic)
<worn on finger> a wisp of deadly mist
<primary weapon>
<held>
<worn on legs> some shin-guards of subterfuge [77%]
<worn on feet> a pair of forest walking boots [superior]
< 259h/259H 167v/167V Pos: standing >
< 259h/259H 167v/167V Pos: standing >
< 259h/259H 167v/167V Pos: standing >
A large wooden chest contains:
the titan warhammer, 'Purelight' (magic) (glowing)
an eerie longsword named 'Illithid Bane' (magic)
a heavy oaken mallet [poor] with a strange red stone
the globe of stars [superior] with a strange black stone (glowing) (humming)
a huge zanthium broad sword [poor] with a strange red stone (magic)
a shard of BrimStone
[6] a high quality mining pick
a high quality mining pick [83%]
a magical crystal broad sword from The Forest City of Aravne (magic)
an unique granite switchblade
the humming sword named 'Blaze' (magic) (humming)
the staff of the storm (glowing)
a steel club [superior]
a blood dagger of Tezcatlipoca [poor] (magic)
a dragon claw (magic)
< 259h/259H 167v/167V Pos: standing >
Autosaving...
< 259h/259H 167v/167V Pos: standing >
< 259h/259H 167v/167V Pos: standing >
You get the globe of stars [superior] with a strange black stone from a large wooden chest.
< 259h/259H 167v/167V Pos: standing >
< 259h/259H 167v/167V Pos: standing >
You wield the globe of stars [superior] with a strange black stone.
< 259h/259H 167v/167V Pos: standing >
< 277h/277H 167v/167V Pos: standing >
< 277h/277H 167v/167V Pos: standing >
A large wooden chest contains:
a beautiful bronze buckler
a well-crafted cured leather buckler
a fine granite buckler
a soldier's emerald buckler
a brutal bronze shield
a spiked silver buckler
a shiny diamond shield
a heavy steel tower shield [89%]
< 277h/277H 167v/167V Pos: standing >
You get a well-crafted cured leather buckler from a large wooden chest.
< 277h/277H 167v/167V Pos: standing >
< 277h/277H 167v/167V Pos: standing >
You strap a well-crafted cured leather buckler to your arm.
< 277h/277H 167v/167V Pos: standing >
< 280h/280H 167v/167V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>
<worn on head> a knight's steel circlet
<worn on eyes> some gold-rimmed ruby goggles (magic) (illuminating)
<worn in ear> a spiked marble stud
<worn in ear> an earring of angels
<worn on face> an etched mithral faceguard [superior] (magic) (glowing)
<worn around neck> a carnelian and ruby inlaid gorget (magic)
<worn around neck> the cloak of the ageless spirit of the wind (glowing)
<worn on body> some diamondine platemail [poor]
<worn about body> a misshaped platinum bodycloak from Ugta
<worn on back>
<worn as quiver>
<worn about waist> a tattered belt of dwarven scalps
<worn on belt buckle>a sack of strange herbs (magic)
<attached to belt>
<attached to belt>
<worn on arms> some mithril-plated gnomish arm enhancers (humming)
<held as shield> a well-crafted cured leather buckler
<worn around wrist> an orc-skin wrist protector [superior] [78%]
<worn around wrist> an orc-skin wrist protector [superior] [51%]
<worn on hands> some hardened marble gloves
<worn on finger> a tiny spider ring [superior] (magic)
<worn on finger> a wisp of deadly mist
<primary weapon> the globe of stars [superior] with a strange black stone (glowing) (humming)
<worn on legs> some shin-guards of subterfuge [77%]
<worn on feet> a pair of forest walking boots [superior]
< 280h/280H 167v/167V Pos: standing >
< 280h/280H 167v/167V Pos: standing >
A large wooden chest contains:
a carved jade ring [superior] (magic) (glowing)
a ring of agility (magic)
a ring of strength (magic)
an enchanted ring of balor bone
a dwarven-made copper ring
a static limestone signet
a magical granite ring
< 280h/280H 167v/167V Pos: standing >
You get a carved jade ring [superior] from a large wooden chest.
< 280h/280H 167v/167V Pos: standing >
< 280h/280H 167v/167V Pos: standing >
Ok.
< 280h/280H 167v/167V Pos: standing >
You get a ring of strength from a large wooden chest.
< 280h/280H 167v/167V Pos: standing >
< 280h/280H 167v/167V Pos: standing >
It's already open!
< 280h/280H 167v/167V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[2] A large two-handed sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
[2] A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 280h/280H 166v/167V 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
A shady chemist peers at you.(Red Aura)
< 280h/280H 165v/167V 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
< 280h/280H 164v/167V 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
The corpse of a young ape is lying here.
Buzze (Thri-Kreen)(medium) stands here (Newbie).(Red Aura)
Ferafk (Shade)(small) stands, floating here.(Red Aura)
< 280h/280H 163v/167V Pos: standing >
No one by that name around here.
< 280h/280H 167v/167V Pos: standing >
No one by that name around here.
< 280h/280H 167v/167V Pos: standing >
Ok.
< 280h/280H 167v/167V Pos: standing >
Ok.
< 280h/280H 167v/167V Pos: standing >
Your group consists of ( 2/30):
( Head) 280/280 hit, 167/167 move Tia
(Front) 382/382 hit, 178/178 move Buzze
< 280h/280H 167v/167V Pos: standing >
You are carrying: (0/11)
< 280h/280H 167v/167V Pos: standing >
You do not see that item here.
< 280h/280H 167v/167V Pos: standing >
You are not using it.
< 280h/280H 167v/167V 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
A shady chemist peers at you.(Red Aura)
Buzze enters from the east.
< 280h/280H 166v/167V 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
Buzze enters from the north.
< 280h/280H 165v/167V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[2] A large two-handed sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
[2] A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
Buzze enters from the east.
< 280h/280H 164v/167V Pos: standing >
Pardon?
< 280h/280H 166v/167V Pos: standing >
The escort says 'You have 316 items, which costs you 9 g, 4 s, and 9 c'
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Kelli
An evil aura fills the area.
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
[2] a satchel used to hold various items lies here. (magic)
A toolbelt with ingredient pouches lays here.
A shapeless bag made from alligatorskin has been left here.
A wolfhide backpack has been dropped here.
A large, slimy net lies on the ground here.
A large bag made from snakeskin lies here.
[7] A rather large leather backpack lies here.
a tough cloth backpack lies crumpled on the ground.
An ornate chest bearing items that are unsorted.
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 280h/280H 167v/167V Pos: standing >
A large leather backpack contains:
a mistweyd nose-pipe
a small pile of coins
[7] a dark misty potion
[14] a large medicated bandage
[2] some landrace Medicus
[3] some heirloom Blue Haze
[3] a bottled elixir
[5] the opaque white potion of regeneration
< 280h/280H 167v/167V Pos: standing >
You get a large leather backpack.
< 280h/280H 167v/167V Pos: standing >
< 280h/280H 167v/167V Pos: standing >
Ok.
< 280h/280H 167v/167V Pos: standing >
Score information for Tia
Level: 28 Race: Drow Elf Class: Ethermancer Sex: Female
Hit points: 280(280) Moves: 167(167)
Coins carried: 0 platinum 50 gold 4 silver 2 copper
Compression ratio: 82%
Status: Standing.
Negative Shielded Coldshielded
Frags: +0.00 Deaths: 4
Detecting: Evil Good Magic
Protected from: Evil Fire Cold Lightning Low Circle spells
Protected by: Slow Poison
Enchantments: Ultravision Fly Aware
Herbs: Medicus
Combat Pulse: 15 Spell Pulse: 0.82
Leaderboard Points: 280
Active Spells:
--------------
well-rested bonus (146 minutes)
storm empathy (3 minutes)
< 280h/280H 167v/167V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[2] A large two-handed sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
[2] A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Buzze (Thri-Kreen)(medium) stands here (Newbie).(Red Aura)
Gonx, the banker, settles his eyes upon his new patrons.
< 280h/280H 166v/167V Pos: standing >
You get some heirloom Blue Haze from a large leather backpack.
< 280h/280H 166v/167V Pos: standing >
Buzze stops following you.
Buzze starts following you.
< 280h/280H 166v/167V Pos: standing >
You get a mistweyd nose-pipe from a large leather backpack.
< 280h/280H 167v/167V Pos: standing >
You press some heirloom Blue Haze into the bowl of a mistweyd nose-pipe.
You ignite a mistweyd nose-pipe and inhale some heirloom Blue Haze smoke through your nostrils.
Your innate elven magic resists the affects of the herbs.
The smoke brings a haze down upon you.
You finish smoking some heirloom Blue Haze.
You don't think your lungs could handle smoking for a bit.
< 280h/280H 167v/167V Pos: standing >
Your group consists of ( 2/30):
( Head) 349/349 hit, 167/167 move Tia
(Front) 382/382 hit, 178/178 move Buzze
< 349h/349H 167v/167V Pos: standing >
You are carrying: (2/11)
a mistweyd nose-pipe
a large leather backpack
< 349h/349H 167v/167V Pos: standing >
Score information for Tia
Level: 28 Race: Drow Elf Class: Ethermancer Sex: Female
Hit points: 349(349) Moves: 167(167)
Coins carried: 0 platinum 50 gold 4 silver 2 copper
Compression ratio: 82%
Status: Standing.
Negative Shielded Coldshielded Strained Lungs
Frags: +0.00 Deaths: 4
Detecting: Evil Good Magic
Protected from: Evil Fire Cold Lightning Low Circle spells
Protected by: Slow Poison
Enchantments: Ultravision Fly Aware
Herbs: Blue Haze Medicus
Combat Pulse: 15 Spell Pulse: 0.84
Leaderboard Points: 280
Active Spells:
--------------
well-rested bonus (145 minutes)
storm empathy (2 minutes)
< 349h/349H 167v/167V Pos: standing >
The escort says 'You have 280 items, which costs you 8 g, 4 s, and 1 c'
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Kelli
An evil aura fills the area.
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
[2] a satchel used to hold various items lies here. (magic)
A toolbelt with ingredient pouches lays here.
A shapeless bag made from alligatorskin has been left here.
A wolfhide backpack has been dropped here.
A large, slimy net lies on the ground here.
A large bag made from snakeskin lies here.
[6] A rather large leather backpack lies here.
a tough cloth backpack lies crumpled on the ground.
An ornate chest bearing items that are unsorted.
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 349h/349H 167v/167V Pos: standing >
You get some heirloom Blue Haze from a large wooden chest.
< 349h/349H 167v/167V Pos: standing >
You get some heirloom Blue Haze from a large wooden chest.
< 349h/349H 167v/167V Pos: standing >
You get some heirloom Blue Haze from a large wooden chest.
< 349h/349H 167v/167V Pos: standing >
Ok.
< 349h/349H 167v/167V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
[2] A large two-handed sword has been left here.
[2] A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
[2] A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Buzze (Thri-Kreen)(medium) stands here (Newbie).(Red Aura)
Gonx, the banker, settles his eyes upon his new patrons.
< 349h/349H 166v/167V Pos: standing >
You put 3 haze(s) into a large leather backpack.
< 349h/349H 166v/167V Pos: standing >
A large leather backpack contains:
a small pile of coins
[7] a dark misty potion
[14] a large medicated bandage
[2] some landrace Medicus
[5] some heirloom Blue Haze
[3] a bottled elixir
[5] the opaque white potion of regeneration
< 349h/349H 167v/167V Pos: standing >
< 349h/349H 167v/167V 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
An agitated commoner walks the road.
Buzze enters from the west.
< 349h/349H 166v/167V 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.
Buzze enters from the north.
< 349h/349H 165v/167V 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
Buzze enters from the north.
< 349h/349H 164v/167V 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
Buzze enters from the north.
< 349h/349H 163v/167V Pos: standing >
A Cobblestone Intersection
It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West
Buzze enters from the north.
< 349h/349H 162v/167V Pos: standing >
A Turning
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 -West #
Buzze enters from the north.
< 349h/349H 162v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 162v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 163v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 163v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 164v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 164v/167V 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
Buzze enters from the west.
< 349h/349H 164v/167V 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
Buzze enters from the west.
< 349h/349H 163v/167V 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
Buzze enters from the west.
< 349h/349H 163v/167V 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
Kina, the tinkerer, scribbles something upon a pad.
Buzze enters from the west.
< 349h/349H 162v/167V 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
Buzze enters from the west.
< 349h/349H 162v/167V 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
An commoner walks the road, intent on his destination.
An commoner walks the road, intent on his destination.
Buzze enters from the west.
< 349h/349H 161v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 162v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 162v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 349h/349H 163v/167V 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
Buzze enters from the north.
< 349h/349H 163v/167V 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
A Barbarian (large) Warrior Princess (_/Eye of Odin\_) stands in mid-air here.(Gold Aura)
Buzze enters from the north.
A Barbarian tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
Someone suddenly attacks YOU!
A Grey Elf snaps into visibility.
-=[A Grey Elf's slash strikes you.]=-
The globe around a Grey Elf's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
A Grey Elf snaps into visibility.
-=[A Grey Elf's powerful pierce strikes you.]=-
The globe around someone's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!
< 311h/349H 163v/167V Pos: sitting >
< T: Tia TP: sit TC: small wounds E: someone sta EP: excellent >
A Grey Elf snaps into visibility.
< 311h/349H 163v/167V Pos: sitting >
< T: Tia TP: sit TC: small wounds E: someone sta EP: excellent >
-=[A Barbarian's slash strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
-=[A Barbarian's pierce strikes you hard.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
-=[A Barbarian's impressive pierce strikes you.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian's Tiamat's poison tail stinger strikes at you with a blur of speed!
A Barbarian's Tiamat's poison tail stinger strikes out in a blur of speed at you.
You resist the effects of a Barbarian's spell!
You resist the effects of a Barbarian's spell!
-=[A Barbarian's slash strikes you hard.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
-=[A Barbarian's slash strikes you hard.]=-
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
A Barbarian's sword of fire and flame summons the power of fire and flames at you.
Billowing clouds of incendiary gases pour from a Barbarian's fingertips!
A Barbarian cackles as her incendiary cloud torches Buzze.
-=[You are enveloped in a cloud of incendiary gases sent by a Barbarian - OUCH!!]=-
OUCH! That really did HURT!
A Barbarian's sword of fire and flame calls upon the pure power of the plane of fire, directing it at you!
The globe around your body flares as it bears the brunt of a Barbarian's assault!
-=[A Barbarian's slash causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
The globe around a Barbarian's body flares as it bears the brunt of your assault!
< 53h/349H 163v/167V Pos: sitting >
< T: Tia TP: sit TC:pretty hurt E: someone sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'qaffaguzz bragh'
A Grey Elf points at you.
-=[You scream in utter agony as a Grey Elf's corrosive blast slams into your body!]=-
Your well-crafted cured leather buckler melted corroded by the acid.
Your cloak of the ageless spirit of the wind melted corroded by the acid.
Your pair of forest walking boots [superior] melted corroded by the acid.
Your etched mithral faceguard [superior] melted corroded by the acid.