The death of [ 3 Dreadlord] Iblis (Vampire)

in In the Heart of a Swamp

from the perspective of [ 3 Dreadlord] Iblis (Vampire)

<worn on head>       a bronze skull cap
<worn about body>    a reptile skin cloak
<worn on arms>       a pair of studded leather sleeves
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a steel dagger
<held>               a large moth-eaten leather sack
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots


< 29h/29H 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 -East # -South -West 

< 29h/29H 119v/120V Pos: standing >
The door seems to be closed.

< 29h/29H 119v/120V Pos: standing >
Ok.

< 29h/29H 120v/120V 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   
A shady chemist peers at you.

< 29h/29H 119v/120V Pos: standing >
The Commonroom of the Brawling Foot Inn
   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 
An commoner walks the road, intent on his destination.

< 29h/29H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 29h/29H 119v/120V Pos: standing >
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunk minotaur staggers about.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 29h/29H 119v/120V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 4 s.'
You dont have the money, so you go sulk in the corner.

< 29h/29H 119v/120V Pos: standing >
The sun starts to set in the south.

< 29h/29H 119v/120V Pos: standing >
The Commonroom of the Brawling Foot Inn
   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 
An commoner walks the road, intent on his destination.

< 29h/29H 118v/120V 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   
A shady chemist peers at you.

< 29h/29H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 29h/29H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 29h/29H 119v/120V Pos: standing >
The Commonroom of the Brawling Foot Inn
   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 
An commoner walks the road, intent on his destination.

< 29h/29H 119v/120V Pos: standing >
The wind begins to blow.
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   
A shady chemist peers at you.

< 29h/29H 118v/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 

< 29h/29H 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 -West 

< 29h/29H 117v/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.

< 29h/29H 116v/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
The corpse of a small rat is lying here.

< 29h/29H 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

< 29h/29H 118v/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 

< 29h/29H 118v/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 
An agitated commoner walks the road.

< 29h/29H 118v/120V Pos: standing >
You quickly scan the area.
An agitated minotaur who is rather far off to your north.
An agitated minotaur who is close by to your east.
Kina who is a brief walk away to your east.
A devout commoner who is a brief walk away to your west.

< 29h/29H 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  -West 
An agitated commoner walks the road.

< 29h/29H 119v/120V Pos: standing >
You quickly scan the area.
Kina who is not far off to your east.
An agitated minotaur who is close by to your west.
A devout commoner who is rather far off to your west.

< 29h/29H 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 

< 29h/29H 118v/120V Pos: standing >
You quickly scan the area.
Kina who is close by to your east.
An agitated minotaur who is close by to your west.
An agitated minotaur who is not far off to your west.

< 29h/29H 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 
Kina, the tinkerer, scribbles something upon a pad.

< 29h/29H 119v/120V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your west.
An agitated minotaur who is a brief walk away to your west.

< 29h/29H 119v/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 

< 29h/29H 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 

< 29h/29H 118v/120V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.
You quickly scan the area.
Kina who is not far off to your west.
An agitated minotaur who is rather far off to your west.
An agitated minotaur who is in the distance to your west.

< 29h/29H 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: -South -West 

< 29h/29H 119v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 29h/29H 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: -North -South

< 29h/29H 118v/120V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your south.

< 29h/29H 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: -North -East 
An agitated commoner walks the road.

< 29h/29H 118v/120V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your east.
A small snake who is a brief walk away to your east.

< 29h/29H 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  -West 
An agitated commoner walks the road.

< 29h/29H 119v/120V Pos: standing >
Slay whom?

< 29h/29H 119v/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 

< 29h/29H 118v/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 
A large black leather whip lies coiled here.
A small snake swims in the swamp.

< 29h/29H 118v/120V Pos: standing >
You miss a small snake.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: excellent >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: excellent >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: excellent >
 A small snake hisses as your kick bounces off its tough scales.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: excellent >
 [Damage:  2 ] -=[Your decent punch strikes a small snake hard.]=-

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  small wounds >
 [Damage:  2 ] -=[Your decent punch strikes a small snake very hard.]=-

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  few wounds >
 A small snake laughs at your feeble attempt to kick it from behind.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  few wounds >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  few wounds >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  few wounds >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  few wounds >
 A small snake dodges your futile attack.
[Damage:  2 ] -=[Your punch strikes a small snake very hard.]=-

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  nasty wounds >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  nasty wounds >
 [Damage:  2 ] -=[Your punch strikes a small snake very hard.]=-

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 A small snake laughs at your feeble attempt to kick it from behind.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 A small snake misses you.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 Shadows stretch across the land as the sun limps towards the horizon.
A small snake hisses as your kick bounces off its tough scales.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP: pretty hurt >
 [Damage:  2 ] -=[Your decent punch seriously wounds a small snake.]=-

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 A small snake's eyes close quickly as your foot flies by its face.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 A small snake dodges your futile attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 A small snake's eyes close quickly as your foot flies by its face.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 You feel your skill in unarmed damage improving.
You miss a small snake.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  awful >
 A small snake dodges your futile attack.
[Damage:  2 ] -=[Your decent punch seriously wounds a small snake.]=-
A small snake is stunned!

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  bleeding, close to death >
 A small snake's eyes close quickly as your foot flies by its face.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  bleeding, close to death >
 You dodge a small snake's vicious attack.

< 29h/29H 120v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: small sta EP:  bleeding, close to death >
 [Damage:  3 ] -=[Your fine punch enshrouds a small snake in a mist of blood.]=-
A small snake is incapacitated and will slowly die, if not aided.

< 29h/29H 120v/120V Pos: standing >
<Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding.  It will also increase your ability to hit your foes.

< 29h/29H 120v/120V Pos: standing >
<[Damage:  2 ] -=[Your decent punch enshrouds a small snake in a mist of blood.]=-
A small snake is mortally wounded, and will die soon, if not aided.

< 29h/29H 120v/120V Pos: standing >
<[Damage:  4 ] -=[You find a soft spot in a small snake's scales and launch a solid kick there.]=-
A small snake is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a small snake's gurgling and choking signals its demise.

< 29h/29H 120v/120V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of a small snake is made of flesh and appears to be of average quality.
The corpse of a small snake has an item value of 1.
It appears to be the corpse of a small snake.
Nothing.

< 29h/29H 120v/120V Pos: standing >
You are carrying: (3/12)
a large two-handed sword
a large two-handed sword
a steel warhammer

< 29h/29H 120v/120V Pos: standing >
You are using:
<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<held>               a large moth-eaten leather sack
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

< 29h/29H 120v/120V Pos: standing >
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.

< 29h/29H 120v/120V Pos: standing >
You need at least one free hand to wield anything.

< 29h/29H 120v/120V Pos: standing >
You are carrying: (3/12)
a large two-handed sword
a large two-handed sword
a steel warhammer

< 29h/29H 120v/120V Pos: standing >
You are using:
<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<held>               a large moth-eaten leather sack
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

< 29h/29H 120v/120V Pos: standing >
You need at least one free hand to wield anything.

< 29h/29H 120v/120V Pos: standing >
You are carrying: (3/12)
a large two-handed sword
a large two-handed sword
a steel warhammer

< 29h/29H 120v/120V Pos: standing >
You do not seem to have the 'warr'.

< 29h/29H 120v/120V Pos: standing >
You need at least one free hand to wield anything.

< 29h/29H 120v/120V Pos: standing >
You stop using a small round wooden shield.

< 29h/29H 120v/120V Pos: standing >
You do not seem to have the 'warr'.

< 29h/29H 120v/120V Pos: standing >
You need two free hands to wield that.

< 29h/29H 120v/120V Pos: standing >
You need two free hands to wield that.

< 29h/29H 120v/120V Pos: standing >
You are carrying: (4/12)
a small round wooden shield
a large two-handed sword
a large two-handed sword
a steel warhammer

< 29h/29H 120v/120V Pos: standing >
The sun vanishes behind the southern horizon.

< 29h/29H 120v/120V Pos: standing >
Autosaving...

< 29h/29H 120v/120V Pos: standing >
You need two free hands to wield that.

< 29h/29H 120v/120V Pos: standing >
You strap a small round wooden shield to your arm.

< 29h/29H 120v/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 
The corpse of a small snake is lying here.
A spellbook has been tossed aside here.
[2] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.

< 29h/29H 119v/120V Pos: standing >
You get a steel dagger.

< 29h/29H 119v/120V Pos: standing >
You need at least one free hand to wield anything.

< 29h/29H 120v/120V Pos: standing >
You stop using a small round wooden shield.

< 29h/29H 120v/120V Pos: standing >
You wield a steel dagger.

< 29h/29H 120v/120V Pos: standing >
In the Muck
Obvious exits: -North -South -West 
The corpse of a small snake is lying here.
A spellbook has been tossed aside here.
[2] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.

< 29h/29H 120v/120V Pos: standing >
You quickly scan the area.
A baby crocodile who is a brief walk away to your north.
A carnivorous plant who is close by to your south.
An agitated minotaur who is a brief walk away to your west.

< 29h/29H 120v/120V Pos: standing >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.

< 29h/29H 120v/120V Pos: standing >
In the Muck
Obvious exits: -North -South -West 
The corpse of a small snake is lying here.
A spellbook has been tossed aside here.
[2] A small bandage rests upon the ground here.
[2] A sturdy looking wooden club has been left here.
[2] A stout cudgel carved from oak wood lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
[2] A steel dagger has been tossed aside here.
[2] A warhammer with a sturdy-looking steel head lies here.

< 29h/29H 120v/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

< 29h/29H 119v/120V Pos: standing >
You quickly scan the area.
A baby crocodile who is not far off to your north.
A Minotaur who is in the distance to your east.
A bulky minotaur guard who is in the distance to your east.
A bulky minotaur guard who is in the distance to your east.
A bulky minotaur guard who is in the distance to your east.
A bulky minotaur guard who is in the distance to your east.
A carnivorous plant who is not far off to your south.

< 29h/29H 119v/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

< 29h/29H 118v/120V Pos: standing >
You quickly scan the area.
A baby crocodile who is close by to your north.
A carnivorous plant who is a brief walk away to your south.

< 29h/29H 120v/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 baby crocodile snaps its jaws.

< 29h/29H 119v/120V Pos: standing >
Slay whom?

< 29h/29H 119v/120V Pos: standing >
Skill
2h bludgeon                    6
2h slashing                   11
bandage                       15
battle orders             (obtained at level 51)
battle senses             (obtained at level 11)
call of the grave         (obtained at level 21)
carve                         11
circle                        11
climb                          8
double attack                 15
dread wrath               (obtained at level 56)
fishing                       18
gaze                      (obtained at level 21)
hitall                         7
kick                           7
mount                         12
parry                         12
quadruple attack          (obtained at level 56)
retreat                       20
riposte                       18
salvage                       10
swim                           6
switch opponents          (obtained at level 26)
tainted blade             (obtained at level 26)
triple attack             (obtained at level 46)
unarmed damage                13

< 29h/29H 119v/120V Pos: standing >
Open your eyes - that's not here.

< 29h/29H 119v/120V Pos: standing >
In the Heart of a Swamp
Obvious exits: -South -Down 
A baby crocodile snaps its jaws.

< 29h/29H 119v/120V Pos: standing >
You feel your skill in kick improving.
[Damage:  4 ] -=[You plant your foot firmly in a baby crocodile's snout, smashing it to one side.]=-

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 You parry a baby crocodile's lunge at you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 You miss a baby crocodile.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 A baby crocodile misses you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 The night has begun.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 A baby crocodile laughs at your feeble attempt to kick it from behind.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 You miss a baby crocodile.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 You feel your skill in riposte improving.
You parry a baby crocodile's lunge at you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 A baby crocodile dodges your futile attack.
A baby crocodile dodges your futile attack.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 A baby crocodile hisses as your kick bounces off its tough scales.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 You dodge a baby crocodile's vicious attack.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  few wounds >
 [Damage:  2 ] -=[Your decent pierce strikes a baby crocodile very hard.]=-

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A Vampire enters from the south.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 You parry a baby crocodile's lunge at you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 Your kick at a baby crocodile's belly comes up short.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 You miss a baby crocodile.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A baby crocodile misses you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A baby crocodile dodges your futile attack.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A Vampire suddenly attacks YOU!
A Vampire misses you.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A baby crocodile hisses as your kick bounces off its tough scales.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A baby crocodile misses you.
A baby crocodile dodges your futile attack.
A baby crocodile dodges your futile attack.

< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 
< 29h/29H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 You raise a level!

< 39h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A Vampire misses you.

< 39h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A Vampire starts casting an offensive spell.

< 39h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC:excellent E: baby sta EP:  nasty wounds >
 A Vampire completes his spell...
A Vampire utters the words 'waouq wuggurz'
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
You resist the effects of a Vampire's spell!

< 15h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: nasty wounds E: baby sta EP:  nasty wounds >
 [Damage:  3 ] -=[Your fine pierce seriously wounds a baby crocodile.]=-
A baby crocodile is stunned!

< 15h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: nasty wounds E: baby sta EP:  awful >
 Hint: Searching a room can sometimes reveal a hidden exit!  Search in suspicious dead ends or in rooms with suspicious descriptions.

< 15h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: nasty wounds E: baby sta EP:  awful >
 You dodge a baby crocodile's vicious attack.
A Vampire starts casting an offensive spell.

< 15h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: nasty wounds E: baby sta EP:  awful >
 A Vampire completes his spell...
A Vampire utters the words 'waouq wuggurz'
You resist the effects of a Vampire's spell!
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
-=[You stagger as a magic missile from a Vampire hits you.]=-
OUCH!  That really did HURT!
-=[You stagger as a magic missile from a Vampire hits you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[You stagger as a magic missile from a Vampire hits you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< -1h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: bleeding, close to death E: baby sta EP:  awful >
 A Vampire starts casting an offensive spell.

< -1h/39H 119v/120V Pos: standing >
< T: Iblis TP: sta TC: bleeding, close to death E: baby sta EP:  awful >
 A Vampire completes his spell...
A Vampire utters the words 'waouq wuggurz'
-=[You stagger as a magic missile from a Vampire hits you.]=-
Your consciousness begins to fade in and out as your mortality slips away.....
-=[