<worn around neck> a light blue scarf
<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about body> a reptile skin cloak
<worn about waist> a belt of sewn ratskins
<worn on arms> a pair of studded leather sleeves
<worn on hands> a pair of brown leather gloves
<held> a quill
<held> a spellbook
<worn on legs> some hardened clay leggings
<worn on feet> a pair of tight black slippers
< 86h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: nasty wounds >
You start chanting...
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: nasty wounds >
You complete your spell...
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
[Damage: 2 ] Your crush wounds an Ettin scout.
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
You start chanting...
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
Casting: magic missile
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
You complete your spell...
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 4 ] You watch with self-pride as the magic missile hits an Ettin scout.
< 87h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
You dodge an Ettin scout's vicious attack.
You sneer as you sidestep an Ettin scout's kick.
You start chanting...
< 88h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: pretty hurt >
You complete your spell...
[Damage: 5 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 5 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 5 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 5 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 5 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 2 ] Your decent crush strikes an Ettin scout.
< 88h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
You start chanting...
< 88h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
You complete your spell...
[Damage: 6 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 6 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 6 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 6 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 6 ] You watch with self-pride as the magic missile hits an Ettin scout.
< 88h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
An Ettin scout dodges your futile attack.
You dodge an Ettin scout's vicious attack.
An Ettin scout misses you.
< 89h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
The sun vanishes behind the southern horizon.
< 89h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
You start chanting...
< 89h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
You complete your spell...
[Damage: 3 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 3 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 3 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 3 ] You watch with self-pride as the magic missile hits an Ettin scout.
[Damage: 3 ] You watch with self-pride as the magic missile hits an Ettin scout.
< 89h/91H 114v/120V Pos: standing >
< T: Yost TP: sta TC:few scratches E: ettin sta EP: awful >
[Damage: 8 ] You hit an Ettin scout in the face, sending him reeling.
An Ettin scout is mortally wounded, and will die soon, if not aided.
An Ettin scout cannot respond to your attack!
[Damage: 3 ] Your decent crush critically injures an Ettin scout.
An Ettin scout is mortally wounded, and will die soon, if not aided.
< 90h/91H 114v/120V Pos: standing >
<[Damage: 2 ] Your decent crush hits an Ettin scout.
An Ettin scout is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!
The last gasps of an Ettin scout cause a sickening chill to run up your spine.
< 94h/95H 114v/120V Pos: standing >
You get a small pile of coins from the corpse of an Ettin scout.
There were: 6 gold coins, 12 silver coins, 14 copper coins.
< 95h/95H 120v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and feed nothing living but
for insects and worms that live here. The decayed remains of bright green
bean plants lay wherever their seeds seem to have fallen, with miserly
tomato plants growing in unevenly spaced rows. An old farmhouse is
visible to the north, an old, surprisingly well-kept barnyard and barn
to the east.
You can exit to the north, west, east and south.
Obvious exits: -North -East -South -West
< 95h/95H 118v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 95h/95H 116v/120V Pos: standing >
Ok.
You put 0 platinum, 8 gold, 15 silver, and 19 copper coins into a rugged adventurers satchel.
< 95h/95H 120v/120V Pos: standing >
You sit down and relax.
< 95h/95H 120v/120V Pos: sitting >
You have memorized the following spells:
( 1st circle) 1 - minor creation
And you are currently memorizing the following spells:
6 seconds: ( 1st) magic missile
13 seconds: ( 1st) magic missile
19 seconds: ( 1st) magic missile
26 seconds: ( 1st) magic missile
32 seconds: ( 1st) magic missile
39 seconds: ( 1st) magic missile
45 seconds: ( 1st) magic missile
You can memorize 7 2nd, 5 3rd and 1 4th circle spell(s).
You continue your study.
< 95h/95H 120v/120V Pos: sitting >
You start meditating...
< 95h/95H 120v/120V Pos: sitting >
You have memorized the following spells:
( 1st circle) 1 - minor creation
And you are currently memorizing the following spells:
2 seconds: ( 1st) magic missile
8 seconds: ( 1st) magic missile
15 seconds: ( 1st) magic missile
21 seconds: ( 1st) magic missile
28 seconds: ( 1st) magic missile
34 seconds: ( 1st) magic missile
41 seconds: ( 1st) magic missile
You can memorize 7 2nd, 5 3rd and 1 4th circle spell(s).
< 95h/95H 120v/120V Pos: sitting >
Autosaving...
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You stop meditating.
You stop using an amber-colored rod.
< 95h/95H 120v/120V Pos: sitting >
You stop using a small round wooden shield.
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You do not seem to have the 'ook'.
< 95h/95H 120v/120V Pos: sitting >
You hold a spellbook.
< 95h/95H 120v/120V Pos: sitting >
You stop using a quill.
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You hold a quill.
< 95h/95H 120v/120V Pos: sitting >
You are already resting.
< 95h/95H 120v/120V Pos: sitting >
You have memorized the following spells:
( 1st circle) 1 - minor creation
3 - magic missile
And you are currently memorizing the following spells:
3 seconds: ( 1st) magic missile
9 seconds: ( 1st) magic missile
16 seconds: ( 1st) magic missile
22 seconds: ( 1st) magic missile
You can memorize 7 2nd, 5 3rd and 1 4th circle spell(s).
< 95h/95H 120v/120V Pos: sitting >
You start meditating...
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing magic missile.
< 95h/95H 120v/120V Pos: sitting >
You have memorized the following spells:
( 1st circle) 1 - minor creation
6 - magic missile
And you are currently memorizing the following spells:
4 seconds: ( 1st) magic missile
You can memorize 7 2nd, 5 3rd and 1 4th circle spell(s).
< 95h/95H 120v/120V Pos: sitting >
You have finished memorizing magic missile.
Your studies are complete.
< 95h/95H 120v/120V Pos: sitting >
You clamber to your feet.
< 95h/95H 120v/120V Pos: standing >
A Fetid Overgrown Field
Obvious exits: -North -East -South
< 95h/95H 120v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and the stench of rotting
vegetation permeates the area. Here, a great expanse of ravaged wheat
rustles in the fetid breezes, the sound ominous and disturbing to the
senses.
You can exit to the north, east and south.
Obvious exits: -North -East -South
A little skeletal brown mouse gathers nonexistent grains of wheat.
A little skeletal brown mouse gathers nonexistent grains of wheat.
< 95h/95H 118v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 95h/95H 116v/120V Pos: standing >
Approaching a Farm's Gate..
The trail here leads straight towards a farm gate that lies half-
opened. The dimness makes it difficult to see further, but there seem
to be overgrown dying fields to the south. The sounds of the remaining
inhabitants of this poor village grow dim, a silence engulfing the area
as you go nearer to the apparently abandoned farm.
Obvious exits: -North -South
a wooden gate leans half-opened across the pathway.
< 95h/95H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 115v/120V Pos: standing >
A Long Straight Trail
The path here straightens out to the south and curves sharply to
the north. Small creatures scurry in the grasses and you can hear the
faint sounds of larger beings moving around to the south. You head
closer to investigate...
Obvious exits: -North -South
A tiny bony chipmunk darts around with tail aflicker.
A tiny bony chipmunk darts around with tail aflicker.
< 95h/95H 115v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 116v/120V Pos: standing >
A Turn in the Path
The path turns sharply here. To the west goes back into the town,
and to the south you can see overgrown fields of corn and wheat. As
you walk south, the small animal sounds that were missing in town
become louder.
Obvious exits: -South -West
< 95h/95H 116v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
< 95h/95H 115v/120V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
A ragged black squirrel shuffles slowly through the grass.
A bushy-tailed fox shambles down the path
< 95h/95H 115v/120V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 95h/95H 114v/120V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 95h/95H 114v/120V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
A ragged black squirrel shuffles slowly through the grass.
A bushy-tailed fox shambles down the path
< 95h/95H 113v/120V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 95h/95H 113v/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
A little blue snake slithers through the grass.
A ragged black squirrel shuffles slowly through the grass.
< 95h/95H 113v/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
An amber-colored metallic rod lies here.
A little blue snake slithers through the grass.
< 95h/95H 113v/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
A small piece of bamboo has been dropped here.
a broken wooden gate lies to the side here.
A little blue snake slithers through the grass.
< 95h/95H 112v/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
< 95h/95H 111v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 111v/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
The corpse of a screech owl is lying here.
A ragged black squirrel shuffles slowly through the grass.
A tiny bony chipmunk darts around with tail aflicker.
A tiny bony chipmunk darts around with tail aflicker.
< 95h/95H 109v/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
< 95h/95H 107v/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
< 95h/95H 104v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 104v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 105v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 105v/120V Pos: standing >
M^^^^^.**
MMM^..^^***
^MMM^^*******
^^MM^^^******
^^MMM^@^*****
^^^MMM^^^^***
.^^^^MMMM...*
^.^^^^..^.^
..^^^^.^.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 95h/95H 104v/120V Pos: standing >
MM^.....*
MM^^^^^.***
^MMM^..^^****
^MMM^^*******
^^MM^^@******
^^MMM^^^*****
^^^MMM^^^^***
^^^^MMMM...
.^^^^..^.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 95h/95H 101v/120V Pos: standing >
^..^^
^^@**
^^^**
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 95h/95H 100v/120V Pos: standing >
MM^.....*
MM^^.....**
MMMM^.....***
^MM^^^^^.****
^MMM^.@^^****
^MMM^^*******
^^MM^^^******
^MMM^^^****
^MMM^^^^*
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 95h/95H 98v/120V Pos: standing >
MM^^..^.*
MMM^.....**
MMM^^.....***
MMMM^.....***
^MM^^^@^.****
^MMM^..^^****
^MMM^^*******
^MM^^^*****
MMM^^^***
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 95h/95H 96v/120V Pos: standing >
MMM^^.^.*
MMM^^..^.**
^MMM^.....***
MMM^^.....***
MMMM^.@...***
^MM^^^^^.****
^MMM^..^^****
MMM^^******
MM^^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 95h/95H 95v/120V Pos: standing >
MMMM^^.^.
^MMM^^..^.*
^^MMM^.....**
^MMM^^.....**
^MMMM^@....**
^^MM^^^^^.***
^^MMM^..^^***
^MMM^^*****
^MM^^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 95h/95H 94v/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
< 95h/95H 93v/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
< 95h/95H 92v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 93v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 93v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 93v/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
< 95h/95H 94v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 94v/120V Pos: standing >
The night has begun.
Alas, you cannot go that way. . . .
< 95h/95H 94v/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
< 95h/95H 94v/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.
< 95h/95H 93v/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
< 95h/95H 92v/120V Pos: standing >
You rediscover the law of gravity...
...the hard way!
< 95h/95H 93v/120V Pos: standing >
You land with stunning force!
The world starts spinning, and your ears are ringing!
Alas, you cannot go that way. . . .
< 94h/95H 93v/120V Pos: sitting >
Alas, you cannot go that way. . . .
< 94h/95H 93v/120V Pos: sitting >
Alas, you cannot go that way. . . .
< 94h/95H 93v/120V Pos: sitting >
The world stops spinning.
< 94h/95H 93v/120V Pos: sitting >
You clamber to your feet.
< 94h/95H 95v/120V Pos: standing >
You are already standing.
< 95h/95H 95v/120V Pos: standing >
You are already standing.
< 95h/95H 95v/120V Pos: standing >
You are already standing.
< 95h/95H 96v/120V Pos: standing >
You are already standing.
< 95h/95H 96v/120V Pos: standing >
You are already standing.
< 95h/95H 96v/120V Pos: standing >
You are already standing.
< 95h/95H 97v/120V Pos: standing >
You survey the climb ahead...
You feel your skill in climb improving.
< 95h/95H 98v/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
< 95h/95H 98v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 98v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 99v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 99v/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.
< 95h/95H 98v/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
< 95h/95H 98v/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
< 95h/95H 97v/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
< 95h/95H 96v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 97v/120V Pos: standing >
Pardon?
< 95h/95H 97v/120V Pos: standing >
Pardon?
< 95h/95H 98v/120V Pos: standing >
Pardon?
< 95h/95H 98v/120V Pos: standing >
Muddy Trail in a Swamp
This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South
< 95h/95H 98v/120V Pos: standing >
In the Heart of a Swamp
Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down
A Vampire (medium) stands here (Newbie), fighting a baby crocodile. (Non-Fraggable)
A baby crocodile stands here, fighting a Vampire.
< 95h/95H 97v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 97v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 98v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 95h/95H 98v/120V Pos: standing >
A Vampire parries a baby crocodile's lunge at him.
< 95h/95H 99v/120V Pos: standing >
A baby crocodile avoids a Vampire's attempt to kick it in the stomach.
< 95h/95H 100v/120V Pos: standing >
A Vampire misses a baby crocodile.
< 95h/95H 100v/120V Pos: standing >
A baby crocodile misses a Vampire.
< 95h/95H 105v/120V Pos: standing >
A baby crocodile dodges a Vampire's attack.
< 95h/95H 105v/120V Pos: standing >
You miss a Vampire.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
A Vampire tries to kick a baby crocodile, but his foot bounces off of a baby crocodile's scales.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
A baby crocodile misses a Vampire.
A baby crocodile dodges a Vampire's attack.
A baby crocodile dodges a Vampire's attack.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
You miss a Vampire.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
You start chanting...
You feel your skill in quick chant improving.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
You complete your spell...
[Damage: 6 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 6 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 6 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 6 ] You watch with self-pride as the magic missile hits a Vampire.
Your spell flows around a Vampire, leaving him unharmed!
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: nasty wounds E: A Vampire sta EP: nasty wounds >
A Vampire's fine pierce seriously wounds a baby crocodile.
A baby crocodile is stunned!
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: awful E: A Vampire sta EP: nasty wounds >
A Vampire dodges a baby crocodile's attack.
You start chanting...
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: awful E: A Vampire sta EP: nasty wounds >
You complete your spell...
Your spell flows around a Vampire, leaving him unharmed!
[Damage: 4 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 4 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 4 ] You watch with self-pride as the magic missile hits a Vampire.
[Damage: 4 ] You watch with self-pride as the magic missile hits a Vampire.
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: awful E: A Vampire sta EP: bleeding, close to death >
You start chanting...
< 95h/95H 107v/120V Pos: standing >
< T: baby TP: sta TC: awful E: A Vampire sta EP: bleeding, close to death >
You complete your spell...
[Damage: 8 ] You watch with self-pride as the magic missile hits a Vampire.
A Vampire is mortally wounded, and will die soon, if not aided.
[Damage: 2 ] You watch with self-pride as the magic missile hits a Vampire.
A Vampire's suit of spiked leather armor was completely destroyed by the massive blow!
A Vampire's belt of sewn ratskins was completely destroyed by the massive blow!
A Vampire is dead! R.I.P.
You receive your share of experience.