The death of [47 Frost Magus] June (Drow Elf)

in A Dense Forest

from the perspective of [47 Frost Magus] June (Drow Elf)

<worn as a badge>    a necromantic death shroud
<worn on head>       a tempered mithril helmet
<worn on eyes>       a foggy visor [superior] [66%]
<worn in ear>        the fused spine of a swamp mite [poor] (illuminating)
<worn in ear>        a skin-wrapped diamond earring from Mitashi - Capital City of the Jade Empire
<worn on face>       a gleaming chitin mask
<worn around neck>   a dwarven holy symbol [superior] (glowing)
<worn around neck>   a well-crafted crystal pendant from Drustl's Yerdonia Enslaved [89%]
<worn about body>    an elegant kimono with an emerald-inlay [superior] [68%]
<worn on belt buckle>a well-crafted obsidian belt buckle
<worn on arms>       some glowing sleeves made of devil skin (glowing)
<held as shield>     a well-polished mithril body shield [superior] (illuminating)
<worn around wrist>  an orc-skin wrist protector [superior]
<worn on hands>      some fanged ruby mitts
<worn on finger>     a sun ring (glowing)
<worn on feet>       a garish pair of shoes (glowing) [66%]

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 drunk minotaur staggers about.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
You sense a lifeform nearby.
You sense a lifeform nearby.
You sense a lifeform nearby.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
You barely sense a lifeform nearby.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
You barely sense a lifeform nearby.

< 402h/402H 199v/199V Pos: standing >
The night has begun.

< 402h/402H 199v/199V Pos: standing >
Someone suddenly attacks YOU!
A Vampire snaps into visibility.
-=[A Vampire's fine crush wounds you.]=-
Someone gives an order to his followers.
A Vampire snaps into visibility.
An earth elemental snaps into visibility.
You are knocked to the ground by an earth elemental's mighty bash!
An earth elemental snaps into visibility.
You dodge a bash from an earth elemental, who loses its balance and falls.
An earth elemental snaps into visibility.
You dodge a bash from an earth elemental, who loses its balance and falls.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 An earth elemental misses you.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 A Vampire dodges your futile attack.
You miss a Vampire.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 A Vampire starts casting an offensive spell.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 You block a Vampire's lunge at you.
A Vampire misses you.
A Vampire misses you.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 A Vampire starts casting an offensive spell.

< 395h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 -=[An earth elemental's decent crush wounds you.]=-

< 389h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC:few scratches E: A Vampire sta EP: excellent >
 A Vampire completes his spell...
A Vampire utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Vampire striking you full on!

< 354h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC: small wounds E: A Vampire sta EP: excellent >
 A Vampire starts casting an offensive spell.

< 354h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC: small wounds E: A Vampire sta EP: excellent >
 A Vampire completes his spell...
A Vampire utters the words 'buoblg qfjgpuio paie'
-=[A huge fist sent by a Vampire grabs you, and begins crushing your body.]=-
OUCH!  That really did HURT!
A Vampire dodges your futile attack.
A Vampire dodges your futile attack.

< 193h/402H 199v/199V Pos: sitting >
< T: June TP: sit TC: nasty wounds E: A Vampire sta EP: excellent >
 You clamber to your feet.

< 193h/402H 199v/199V Pos: standing >
< T: June TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
 But you are a member of no group?!

< 193h/402H 199v/199V Pos: standing >
< T: June TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
 That's tough to do in battle, but still you try...

< 193h/402H 199v/199V Pos: standing >
< T: June TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
 -=[Green slime eats away at your skin!]=-
You block a Vampire's lunge at you.
A Vampire misses you.
You block a Vampire's lunge at you.
You attempt to flee...
PANIC!  You couldn't escape!
A Vampire starts casting an offensive spell.

< 175h/402H 199v/199V Pos: standing >
< T: June TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
 An earth elemental clambers to its feet.
A Vampire completes his spell...
A Vampire utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Vampire striking you full on!

< 146h/402H 199v/199V Pos: standing >
< T: June TP: sta TC: nasty wounds E: A Vampire sta EP: excellent >
 You attempt to flee...
A Grimney Sleeping Chamber
   Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down 
Grym, the innkeeper, sits on his stool.
You flee upward!

< 146h/402H 177v/199V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 146h/402H 178v/199V Pos: standing >
-=[Green slime eats away at your skin!]=-

< 128h/402H 179v/199V Pos: standing >
-=[Green slime eats away at your skin!]=-
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 drunk minotaur staggers about.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
An earth elemental stands here, looking like a living rock. (minion) 
An earth elemental stands here, looking like a living rock. (minion) 
An earth elemental stands here, looking like a living rock. (minion) 
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A Vampire (small) Battleboi o==(=Mithril=Knights=- stands in mid-air here.
An impenetrable globe of darkness floats near a Vampire's head.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A Vampire (small) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A Vampire looks at you.
A Vampire suddenly attacks YOU!
A Vampire misses you.

< 110h/402H 178v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 A Vampire starts casting an offensive spell.

< 110h/402H 178v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 That's tough to do in battle, but still you try...

< 110h/402H 178v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 110h/402H 178v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 110h/402H 178v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 You attempt to flee...
A Grimney Sleeping Chamber
   Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down 
Grym, the innkeeper, sits on his stool.
You flee upward!

< 110h/402H 147v/199V Pos: standing >
-=[Green slime eats away at your skin!]=-

< 92h/402H 148v/199V Pos: standing >
-=[Green slime eats away at your skin!]=-
Your elegant kimono with an emerald-inlay [superior] was corroded by acid.

< 74h/402H 148v/199V Pos: standing >
Your lucidity is not sufficient enough to cast that spell.

< 74h/402H 149v/199V Pos: standing >
A Vampire enters from below.
A Vampire enters from below.
A Vampire enters from below.
A Vampire enters from below.
A Vampire enters from below.
An earth elemental floats in from below.
An earth elemental floats in from below.
An earth elemental floats in from below.

< 74h/402H 150v/199V Pos: standing >
A Vampire suddenly attacks YOU!
A Vampire misses you.

< 74h/402H 151v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 The mordant substance oozes off you!
A Vampire starts casting an offensive spell.

< 74h/402H 151v/199V Pos: standing >
< T: June TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
 -=[Green slime eats away at your skin!]=-

< 56h/402H 151v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 A Vampire suddenly attacks YOU!
A Vampire misses you.

< 56h/402H 151v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 A Vampire suddenly attacks YOU!
A Vampire misses you.
A Vampire suddenly attacks YOU!
A Vampire misses you.
You attempt to flee...
PANIC!  You couldn't escape!

< 56h/402H 151v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 You attempt to flee...
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 drunk minotaur staggers about.
You flee downward!

< 56h/402H 120v/199V Pos: standing >
Ok.

< 56h/402H 120v/199V 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 

< 56h/402H 119v/199V Pos: standing >
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 
A few drops of fresh blood are scattered around the area.
Brukish, the meat grinder, chops some meat.

< 56h/402H 119v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/402H 119v/199V Pos: standing >
-=[Green slime eats away at your skin!]=-
You wish that your wounds would stop BLEEDING so much!
Alas, you cannot go that way. . . .

< 38h/402H 119v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 38h/402H 119v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 38h/402H 120v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 38h/402H 120v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 38h/402H 120v/199V 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 
Fresh blood covers everything in the area.
A drunk minotaur staggers about.

< 38h/402H 119v/199V 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 

< 38h/402H 119v/199V 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.

< 38h/402H 118v/199V 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

< 38h/402H 117v/199V 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
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.

< 38h/402H 117v/199V 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 

< 38h/402H 116v/199V 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 #
Fresh blood splatters cover the area.
An commoner walks the road, intent on his destination.

< 38h/402H 115v/199V Pos: standing >
It's rainy and windy but altogether not too uncomfortable.
The moon casts a little bit of light on the ground.
The mordant substance oozes off you!
Alas, you cannot go that way. . . .

< 38h/402H 115v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 38h/402H 116v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 116v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 116v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 116v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 117v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 117v/199V 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 

< 39h/402H 116v/199V 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 

< 39h/402H 115v/199V 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 

< 39h/402H 115v/199V 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 

< 39h/402H 114v/199V 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 

< 39h/402H 113v/199V 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 

< 39h/402H 113v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 113v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 113v/199V 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

< 39h/402H 112v/199V 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 

< 39h/402H 112v/199V 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 

< 39h/402H 111v/199V 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 

< 39h/402H 110v/199V 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 

< 39h/402H 109v/199V 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 

< 39h/402H 109v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 39h/402H 109v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 109v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 109v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 110v/199V Pos: standing >

< 40h/402H 110v/199V 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

< 40h/402H 109v/199V 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 
Fresh blood covers everything in the area.
A small snake swims in the swamp.

< 40h/402H 109v/199V 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 
Fresh blood splatters cover the area.
A small snake swims in the swamp.

< 40h/402H 108v/199V 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.

< 40h/402H 107v/199V 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 

< 40h/402H 106v/199V 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 
Puddles of fresh blood cover the ground.
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.

< 40h/402H 106v/199V 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 

< 40h/402H 105v/199V 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 

< 40h/402H 104v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 104v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 105v/199V Pos: standing >

< 40h/402H 105v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 105v/199V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/402H 105v/199V Pos: standing >
Alas, you cannot go that way. . . .
A Vampire enters from the west.
A Vampire enters from the west.
An earth elemental enters from the west.
An earth elemental enters from the west.
An earth elemental enters from the west.

< 40h/402H 106v/199V Pos: standing >
Alas, you cannot go that way. . . .
A Vampire suddenly attacks YOU!
A Vampire misses you.
A Vampire sneaks north.
A Vampire leaves north.
An earth elemental leaves north.
An earth elemental leaves north.
An earth elemental leaves north.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 
< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Vampire enters from the north.
An earth elemental enters from the north.
An earth elemental enters from the north.
An earth elemental enters from the north.

< 40h/402H 106v/199V Pos: standing >
< T: June TP: sta TC: awful E: A Vampire sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Vampire gives an order to his followers.
You dodge a bash from an earth elemental, who loses its balance and falls.
You dodge a bash from an earth elemental, who loses its balance and falls.
You wish that your wounds would stop BLEEDING so much!
You are knocked to the ground by an earth elemental's mighty bash!

< 38h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 An earth elemental misses you.
-=[An earth elemental's decent crush strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An earth elemental's decent crush strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!
A Vampire dodges your futile attack.
A Vampire dodges your futile attack.

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 You block a Vampire's lunge at you.
A Vampire misses you.
A Vampire misses you.

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 A Vampire starts casting an offensive spell.

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 A Vampire dodges your futile attack.
A Vampire dodges your futile attack.
A Vampire starts casting an offensive spell.

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 A Vampire completes his spell...
A Vampire utters the words 'buoblg qfjgpuio paie'
You resist the effects of a Vampire's spell!

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 A Vampire misses you.
A Vampire misses you.
A Vampire misses you.

< 27h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 An earth elemental misses you.
-=[An earth elemental's crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
An earth elemental misses you.

< 20h/402H 106v/199V Pos: sitting >
< T: June TP: sit TC: awful E: A Vampire sta EP: excellent >
 A Vampire completes his spell...
A Vampire utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Vampire striking you full on!
Your barbed mail of the battlerager king melted corroded by the acid.
Your some diabolical marble leg plates melted corroded by the acid.
Your waistband of rock and stone [superior] melted corroded by the acid.
Your masters quiver [poor] melted corroded by the acid.