A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
< 1h/284H 120v/120V Pos: standing >
Score information for Terra
Level: 48 Race: Drow Elf Class: Cleric / Zealot Sex: Female
Hit points: 1(284) Moves: 120(120)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 81%
Status: Standing.
Frags: -0.12 Deaths: 16
Enchantments: Ultravision
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 464
Active Spells:
--------------
well-rested bonus (87 minutes)
< 1h/284H 120v/120V Pos: standing >
You are currently praying for the following spells:
5 seconds: ( 8th) mass heal
12 seconds: (10th) full harm
17 seconds: ( 7th) full heal
23 seconds: (10th) full harm
28 seconds: ( 7th) full heal
34 seconds: ( 7th) full heal
39 seconds: ( 7th) full heal
45 seconds: ( 8th) mass heal
50 seconds: ( 7th) full heal
52 seconds: ( 1st) bless
54 seconds: ( 1st) armor
59 seconds: ( 7th) full heal
65 seconds: ( 8th) mass heal
69 seconds: ( 5th) heal
74 seconds: ( 5th) heal
78 seconds: ( 5th) heal
85 seconds: (10th) accelerated healing
90 seconds: ( 8th) mass heal
95 seconds: ( 5th) heal
99 seconds: ( 5th) vitality
101 seconds: ( 1st) bless
103 seconds: ( 1st) armor
108 seconds: ( 5th) vitality
110 seconds: ( 1st) bless
112 seconds: ( 1st) armor
115 seconds: ( 2nd) blindness
117 seconds: ( 2nd) blindness
121 seconds: ( 4th) invigorate
125 seconds: ( 4th) invigorate
129 seconds: ( 4th) summon
133 seconds: ( 4th) summon
137 seconds: ( 4th) remove curse
141 seconds: ( 4th) remove curse
145 seconds: ( 4th) invigorate
149 seconds: ( 4th) invigorate
154 seconds: ( 6th) darkness
159 seconds: ( 6th) flame strike
164 seconds: ( 6th) flame strike
168 seconds: ( 6th) flame strike
173 seconds: ( 6th) flame strike
178 seconds: ( 6th) flame strike
183 seconds: ( 6th) flame strike
187 seconds: ( 5th) heal
193 seconds: ( 8th) banish
199 seconds: ( 9th) silence
205 seconds: ( 9th) silence
211 seconds: ( 9th) silence
217 seconds: ( 9th) resurrect
220 seconds: ( 3rd) cause critical
224 seconds: ( 3rd) cause critical
227 seconds: ( 3rd) cause critical
231 seconds: ( 3rd) cause critical
234 seconds: ( 3rd) cause critical
238 seconds: ( 3rd) cause critical
241 seconds: ( 3rd) remove poison
245 seconds: ( 3rd) disease
248 seconds: ( 3rd) disease
251 seconds: ( 2nd) blindness
254 seconds: ( 2nd) blindness
257 seconds: ( 2nd) blindness
259 seconds: ( 2nd) blindness
262 seconds: ( 2nd) word of command
265 seconds: ( 2nd) word of command
268 seconds: ( 2nd) blindness
270 seconds: ( 2nd) blindness
272 seconds: ( 1st) armor
274 seconds: ( 1st) bless
276 seconds: ( 1st) armor
278 seconds: ( 1st) bless
280 seconds: ( 1st) armor
You can pray no more spells.
< 1h/284H 120v/120V Pos: standing >
< 1h/284H 120v/120V Pos: standing >
You sit down and relax.
< 2h/284H 120v/120V Pos: sitting >
You are currently praying for the following spells:
5 seconds: ( 8th) mass heal
12 seconds: (10th) full harm
17 seconds: ( 7th) full heal
23 seconds: (10th) full harm
28 seconds: ( 7th) full heal
34 seconds: ( 7th) full heal
39 seconds: ( 7th) full heal
45 seconds: ( 8th) mass heal
50 seconds: ( 7th) full heal
52 seconds: ( 1st) bless
54 seconds: ( 1st) armor
59 seconds: ( 7th) full heal
65 seconds: ( 8th) mass heal
69 seconds: ( 5th) heal
74 seconds: ( 5th) heal
78 seconds: ( 5th) heal
85 seconds: (10th) accelerated healing
90 seconds: ( 8th) mass heal
95 seconds: ( 5th) heal
99 seconds: ( 5th) vitality
101 seconds: ( 1st) bless
103 seconds: ( 1st) armor
108 seconds: ( 5th) vitality
110 seconds: ( 1st) bless
112 seconds: ( 1st) armor
115 seconds: ( 2nd) blindness
117 seconds: ( 2nd) blindness
121 seconds: ( 4th) invigorate
125 seconds: ( 4th) invigorate
129 seconds: ( 4th) summon
133 seconds: ( 4th) summon
137 seconds: ( 4th) remove curse
141 seconds: ( 4th) remove curse
145 seconds: ( 4th) invigorate
149 seconds: ( 4th) invigorate
154 seconds: ( 6th) darkness
159 seconds: ( 6th) flame strike
164 seconds: ( 6th) flame strike
168 seconds: ( 6th) flame strike
173 seconds: ( 6th) flame strike
178 seconds: ( 6th) flame strike
183 seconds: ( 6th) flame strike
187 seconds: ( 5th) heal
193 seconds: ( 8th) banish
199 seconds: ( 9th) silence
205 seconds: ( 9th) silence
211 seconds: ( 9th) silence
217 seconds: ( 9th) resurrect
220 seconds: ( 3rd) cause critical
224 seconds: ( 3rd) cause critical
227 seconds: ( 3rd) cause critical
231 seconds: ( 3rd) cause critical
234 seconds: ( 3rd) cause critical
238 seconds: ( 3rd) cause critical
241 seconds: ( 3rd) remove poison
245 seconds: ( 3rd) disease
248 seconds: ( 3rd) disease
251 seconds: ( 2nd) blindness
254 seconds: ( 2nd) blindness
257 seconds: ( 2nd) blindness
259 seconds: ( 2nd) blindness
262 seconds: ( 2nd) word of command
265 seconds: ( 2nd) word of command
268 seconds: ( 2nd) blindness
270 seconds: ( 2nd) blindness
272 seconds: ( 1st) armor
274 seconds: ( 1st) bless
276 seconds: ( 1st) armor
278 seconds: ( 1st) bless
280 seconds: ( 1st) armor
You can pray no more spells.
You continue your praying.
< 2h/284H 120v/120V Pos: sitting >
You start meditating...
< 2h/284H 120v/120V Pos: sitting >
You have finished praying for mass heal.
< 2h/284H 120v/120V Pos: sitting >
You stop meditating.
< 3h/284H 120v/120V Pos: sitting >
A Meat Shop
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
< 3h/284H 120v/120V Pos: sitting >
You clamber to your feet.
You abandon your praying.
< 3h/284H 120v/120V Pos: standing >
But you are a member of no group?!
< 3h/284H 120v/120V Pos: standing >
That's impossible, I'm afraid.
< 4h/284H 120v/120V 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 few drops of fresh blood are scattered around the area.
A drunk minotaur staggers about.
< 4h/284H 119v/120V 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
< 4h/284H 118v/120V 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.
< 4h/284H 117v/120V 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
< 4h/284H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/284H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/284H 117v/120V 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
Fresh blood covers everything in the area.
An agitated commoner walks the road.
An agitated commoner walks the road.
< 4h/284H 116v/120V 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
< 4h/284H 115v/120V 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 #
Puddles of fresh blood cover the ground.
An agitated commoner walks the road.
< 4h/284H 115v/120V Pos: standing >
< 5h/284H 118v/120V Pos: standing >
< 6h/284H 120v/120V Pos: standing >
< 6h/284H 120v/120V Pos: standing >
< 7h/284H 120v/120V 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
< 7h/284H 119v/120V 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
< 7h/284H 118v/120V 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
< 7h/284H 117v/120V 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
< 7h/284H 116v/120V 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
< 7h/284H 115v/120V 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
< 7h/284H 114v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 7h/284H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 115v/120V 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
Fresh blood splatters cover the area.
An commoner walks the road, intent on his destination.
< 8h/284H 114v/120V 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
< 8h/284H 113v/120V 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
< 8h/284H 113v/120V 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
< 8h/284H 112v/120V 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
< 8h/284H 111v/120V 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
< 8h/284H 110v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 111v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 111v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 111v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 112v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 112v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 112v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 8h/284H 112v/120V 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
< 8h/284H 112v/120V 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
< 8h/284H 111v/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
< 8h/284H 110v/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.
< 8h/284H 109v/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
< 8h/284H 109v/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
Fresh blood splatters cover the area.
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.
< 8h/284H 108v/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
< 9h/284H 107v/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
< 9h/284H 106v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 9h/284H 107v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 9h/284H 107v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 9h/284H 107v/120V Pos: standing >
Experience till level: 19903546
< 9h/284H 108v/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
< 9h/284H 108v/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
< 9h/284H 107v/120V Pos: standing >
MMM^^..^.
^MMM^..M..*
MMM^^.....*
MMM^^@....*
^MM^^^M^.**
^MMM^..^^**
MMM^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 9h/284H 107v/120V Pos: standing >
MM^^..^.*
MMM^..M..**
MM^^.....**
MM^^.@...**
MM^^^M^.***
MMM^..^^***
MM^^*****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 9h/284H 105v/120V Pos: standing >
Score information for Terra
Level: 48 Race: Drow Elf Class: Cleric / Zealot Sex: Female
Hit points: 9(284) Moves: 106(120)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 81%
Status: Standing.
Frags: -0.12 Deaths: 16
Enchantments: Ultravision
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 464
Active Spells:
--------------
well-rested bonus (87 minutes)
< 9h/284H 106v/120V Pos: standing >
No-one by that name here...
< 11h/284H 112v/120V Pos: standing >
< 11h/284H 113v/120V Pos: standing >
MMM^^.M^.
^MMM^.....*
MMM^^.....*
MMM^^@....*
^MM^^^M^.**
^MMM^..^^**
MMM^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 11h/284H 113v/120V Pos: standing >
MMM^.....
MMM^^.....*
MMM^^.....*
^MM^^@M^.**
^MMM^..^^**
^MMM^^*****
^MMM^^***
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 11h/284H 111v/120V Pos: standing >
MM^^.....
MMM^^.....*
^MM^^^M^.**
^MMM^@.^^**
^MMM^^*****
^^MMM^^****
^MMM^^^**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 11h/284H 109v/120V Pos: standing >
MM^^.....
^MM^^^M^.**
^MMM^..^^**
^MMM^@*****
^^MMM^^****
^^MMM^^^***
^^MMM^^^^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 11h/284H 108v/120V Pos: standing >
MM^^^M^.*
^MMM^..^^**
^MMM^^*****
^^MMM@^****
^^MMM^^^***
^^^MMM^^^^*
^^^^MMMM.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 11h/284H 105v/120V Pos: standing >
MMM^..^^*
^MMM^^*****
^^MMM^^****
^^MMM@^^***
^^^MMM^^^^*
.^^^^MMMM..
^.^^^^..^
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 11h/284H 102v/120V Pos: standing >
MM^..^^**
MMM^^******
^MMM^^*****
^MMM^@^****
^^MMM^^^^**
^^^^MMMM...
.^^^^..^.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 11h/284H 100v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East -Down
< 11h/284H 98v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
Fresh blood splatters cover the area.
A tiny bony chipmunk darts around with tail aflicker.
A strangely white screech owl searches for a meal.
A tiny bony chipmunk darts around with tail aflicker.
< 12h/284H 98v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
< 12h/284H 98v/120V Pos: standing >
A Dusty Trail
This seems to be a short trail that has been long abandoned. Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby. The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon. Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up
< 12h/284H 97v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 12h/284H 97v/120V Pos: standing >
Entrance of a Small Abandoned Settlement
The trail abruptly stops at the edge of a clearing. Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
a broken wooden gate lies to the side here.
A tiny bony chipmunk darts around with tail aflicker.
A tiny bony chipmunk darts around with tail aflicker.
< 12h/284H 95v/120V Pos: standing >
Pitted Path Leading to the Village
This path is pocked and pitted with old ruts. The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A bushy-tailed fox shambles down the path
A ragged black squirrel shuffles slowly through the grass.
A black raven flies overhead with a raucous cry.
A tiny bony chipmunk darts around with tail aflicker.
< 12h/284H 95v/120V Pos: standing >
An Intersection of Paths
The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself. The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A little blue snake slithers through the grass.
A ragged black squirrel shuffles slowly through the grass.
A little blue snake slithers through the grass.
A bushy-tailed fox shambles down the path
A little blue snake slithers through the grass.
< 12h/284H 94v/120V Pos: standing >
You sit down and relax.
< 12h/284H 96v/120V Pos: sitting >
You have memorized the following spells:
( 8th circle) 1 - mass heal
And you are currently praying for the following spells:
6 seconds: (10th) full harm
11 seconds: ( 7th) full heal
17 seconds: (10th) full harm
23 seconds: ( 7th) full heal
28 seconds: ( 7th) full heal
33 seconds: ( 7th) full heal
39 seconds: ( 8th) mass heal
44 seconds: ( 7th) full heal
46 seconds: ( 1st) bless
48 seconds: ( 1st) armor
53 seconds: ( 7th) full heal
59 seconds: ( 8th) mass heal
64 seconds: ( 5th) heal
68 seconds: ( 5th) heal
73 seconds: ( 5th) heal
79 seconds: (10th) accelerated healing
85 seconds: ( 8th) mass heal
89 seconds: ( 5th) heal
94 seconds: ( 5th) vitality
96 seconds: ( 1st) bless
98 seconds: ( 1st) armor
102 seconds: ( 5th) vitality
104 seconds: ( 1st) bless
106 seconds: ( 1st) armor
109 seconds: ( 2nd) blindness
112 seconds: ( 2nd) blindness
116 seconds: ( 4th) invigorate
120 seconds: ( 4th) invigorate
124 seconds: ( 4th) summon
128 seconds: ( 4th) summon
132 seconds: ( 4th) remove curse
136 seconds: ( 4th) remove curse
140 seconds: ( 4th) invigorate
144 seconds: ( 4th) invigorate
148 seconds: ( 6th) darkness
153 seconds: ( 6th) flame strike
158 seconds: ( 6th) flame strike
163 seconds: ( 6th) flame strike
167 seconds: ( 6th) flame strike
172 seconds: ( 6th) flame strike
177 seconds: ( 6th) flame strike
181 seconds: ( 5th) heal
187 seconds: ( 8th) banish
193 seconds: ( 9th) silence
199 seconds: ( 9th) silence
205 seconds: ( 9th) silence
211 seconds: ( 9th) resurrect
215 seconds: ( 3rd) cause critical
218 seconds: ( 3rd) cause critical
222 seconds: ( 3rd) cause critical
225 seconds: ( 3rd) cause critical
229 seconds: ( 3rd) cause critical
232 seconds: ( 3rd) cause critical
236 seconds: ( 3rd) remove poison
239 seconds: ( 3rd) disease
243 seconds: ( 3rd) disease
245 seconds: ( 2nd) blindness
248 seconds: ( 2nd) blindness
251 seconds: ( 2nd) blindness
254 seconds: ( 2nd) blindness
256 seconds: ( 2nd) word of command
259 seconds: ( 2nd) word of command
262 seconds: ( 2nd) blindness
265 seconds: ( 2nd) blindness
267 seconds: ( 1st) armor
269 seconds: ( 1st) bless
271 seconds: ( 1st) armor
273 seconds: ( 1st) bless
275 seconds: ( 1st) armor
You can pray no more spells.
You continue your praying.
< 12h/284H 96v/120V Pos: sitting >
You start meditating...
< 12h/284H 97v/120V Pos: sitting >
You have finished praying for full harm.
< 13h/284H 106v/120V Pos: sitting >
You have finished praying for full heal.
< 14h/284H 114v/120V Pos: sitting >
< 14h/284H 114v/120V Pos: sitting >
You have finished praying for full harm.
< 15h/284H 120v/120V Pos: sitting >
A Barbarian snaps into visibility.
You abandon your praying.
-=[Out of nowhere, a Barbarian stabs you in the back.]=-