<worn as a badge> a glowing blue crystal (magic)
<worn on head> a hood dusted with sand [superior] (magic)
<worn on eyes> an enchanted elven eyepatch 'Opticlude' (magic)
<worn in ear> a red feather
<worn in ear> a pair of silver earrings with red rubies
<worn on face> a Tukluk spirit mask [poor]
<worn around neck> a tribal necklace of royal authority [superior] (glowing)
<worn around neck> a necklace of the Emissary [superior] (magic)
<worn on body> a mysterious robe
<worn about body> a large sand covered apron [superior]
<worn as quiver> a soldiers black-bone quiver
<worn about waist> an exquisite silk sash [poor] (magic)
<worn on belt buckle>the lost book of 'Magic'
<worn on arms> some sandy sleeves (magic)
<held as shield> a shield bearing the Tharnadian crest [poor]
<worn around wrist> a bracelet of woven leafs [poor] (magic)
<worn around wrist> a black and white zebra-hide wristband [poor]
<worn on hands> a pair of royal blacksmith gloves [poor] (magic)
<worn on finger> a human-made brass signet
<worn on finger> a brutal ivory ring
<worn on legs> some sandy leggings [superior] (magic)
<worn on feet> some pathfinders boots [poor] (magic)
Zone: Nax.
Room: A Large Charcoal Mass
</map>
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 95v/182V Pos: standing >
You quickly scan the area.
You see nothing.
< 357h/357H 95v/182V Pos: standing >
<map>
Zone: Nax.
Room: Before a Large Iron Gate
</map>
Before a Large Iron Gate
The cobblestoned road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the northwest has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -East -West #
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 95v/182V Pos: standing >
You quickly scan the area.
You see nothing.
< 357h/357H 95v/182V Pos: standing >
<map>
Zone: Nax.
Room: A Large Charcoal Mass
</map>
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 95v/182V Pos: standing >
<map>
Zone: Nax.
Room: A Town Center
</map>
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.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 94v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
< 357h/357H 94v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
Gonx who is close by to your west.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
< 357h/357H 94v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
Brukish who is close by to your west.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>
<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>
A Discreet Herbal Sanctuary
Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls. It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
This area seems to be devoid of magic!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
< 357h/357H 93v/182V Pos: standing >
You quickly scan the area.
You see nothing.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
< 357h/357H 93v/182V Pos: standing >
The door seems to be closed.
< 357h/357H 94v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
Brukish who is close by to your west.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: A Meat Shop
</map>
<map>
Zone: Nax.
Room: A Meat Shop
</map>
A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 94v/182V Pos: standing >
You quickly scan the area.
You see nothing.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: Bank of Nax'Varan
</map>
<map>
Zone: Nax.
Room: Bank of Nax'Varan
</map>
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 92v/182V Pos: standing >
You quickly scan the area.
You see nothing.
< 357h/357H 92v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 92v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
< 357h/357H 91v/182V Pos: standing >
The door seems to be closed.
< 357h/357H 91v/182V Pos: standing >
Ok.
< 357h/357H 92v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
An agitated minotaur who is close by to your east.
A shady chemist who is close by to your east.
A drunk minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 357h/357H 92v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
An agitated minotaur who is close by to your east.
A shady chemist who is close by to your east.
A drunk minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 357h/357H 93v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
An agitated minotaur who is close by to your east.
A shady chemist who is close by to your east.
A drunk minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Brukish who is close by to your west.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
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
An agitated commoner walks the road.
An agitated commoner walks the road.
A shady chemist peers at you.(Red Aura)
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 93v/182V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
A Grey Elf who is close by above you.
Grym who is close by above you.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
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
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 93v/182V Pos: standing >
You quickly scan the area.
A drunk minotaur who is close by to your east.
A drunken minotaur who is close by to your east.
A drunken minotaur who is close by to your east.
Syrm who is close by to your east.
An agitated minotaur who is close by to your west.
An agitated minotaur who is close by to your west.
A shady chemist who is close by to your west.
Brukish who is a brief walk away to your west.
< 357h/357H 94v/182V Pos: standing >
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
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
An agitated commoner walks the road.
An agitated commoner walks the road.
A shady chemist peers at you.(Red Aura)
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 93v/182V Pos: standing >
An agitated minotaur leaves up.
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
A Grey Elf who is close by above you.
Grym who is close by above you.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
Zloin enters from the east.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
Zloin enters from the north.
< 357h/357H 93v/182V Pos: standing >
<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
Zloin enters from the south.
< 357h/357H 93v/182V Pos: standing >
Ok.
< 357h/357H 94v/182V Pos: standing >
You start chanting...
< 357h/357H 95v/182V Pos: standing >
Casting: conjure elemental **
< 357h/357H 96v/182V Pos: standing >
Casting: conjure elemental *
< 357h/357H 97v/182V Pos: standing >
You complete your spell...
An earth elemental forms from the stone beneath your feet.
An earth elemental starts following you.
An earth elemental says 'Your wish is my command, Zloin!'
< 357h/357H 98v/182V Pos: standing >
An earth elemental's skin seems to turn to stone.
< 357h/357H 99v/182V Pos: standing >
An earth elemental is now a member of your group.
Zloin is now a member of your group.
Zloin is now a member of your group.
Zloin is now a member of your group.
Zloin is now a member of your group.
< 357h/357H 101v/182V Pos: standing >
You start chanting...
< 357h/357H 102v/182V Pos: standing >
Casting: wall of stone *
< 357h/357H 104v/182V Pos: standing >
Casting: wall of stone
< 357h/357H 105v/182V Pos: standing >
You complete your spell...
< 357h/357H 106v/182V Pos: standing >
You start chanting...
< 357h/357H 110v/182V Pos: standing >
You complete your spell...
< 357h/357H 114v/182V Pos: standing >
You start chanting...
< 357h/357H 118v/182V Pos: standing >
You complete your spell...
< 357h/357H 122v/182V Pos: standing >
You sit down and relax.
< 357h/357H 126v/182V Pos: sitting >
You have memorized the following spells:
( 7th circle) 3 - earthen maul
( 6th circle) 2 - teleport
2 - stone skin
( 5th circle) 1 - identify
1 - conjure elemental
( 4th circle) 5 - lightning bolt
1 - levitate
1 - wall of force
( 3rd circle) 5 - shocking grasp
3 - dispel magic
( 2nd circle) 2 - chill touch
4 - sleep
3 - mirror image
( 1st circle) 2 - minor creation
8 - magic missile
And you are currently memorizing the following spells:
8 seconds: ( 5th) conjure elemental
17 seconds: ( 5th) wall of stone
25 seconds: ( 5th) wall of stone
34 seconds: ( 5th) wall of stone
You can memorize no more spells.
You continue your study.
< 357h/357H 126v/182V Pos: sitting >
You start meditating...
< 357h/357H 127v/182V Pos: sitting >
You have finished memorizing conjure elemental.
< 357h/357H 140v/182V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.
< 357h/357H 142v/182V Pos: standing >
You start chanting...
< 357h/357H 143v/182V Pos: standing >
Casting: conjure elemental **
< 357h/357H 144v/182V Pos: standing >
You complete your spell...
An earth elemental forms from the stone beneath your feet.
An earth elemental starts following you.
An earth elemental says 'Your wish is my command, Zloin!'
< 357h/357H 146v/182V Pos: standing >
An earth elemental's skin seems to turn to stone.
< 357h/357H 147v/182V Pos: standing >
An earth elemental is now a member of your group.
An earth elemental already grouped by you.
Zloin already grouped by you.
Zloin already grouped by you.
Zloin already grouped by you.
Zloin already grouped by you.
< 357h/357H 149v/182V Pos: standing >
You sit down and relax.
< 357h/357H 149v/182V Pos: sitting >
You have memorized the following spells:
( 7th circle) 3 - earthen maul
( 6th circle) 2 - teleport
2 - stone skin
( 5th circle) 1 - identify
1 - conjure elemental
( 4th circle) 5 - lightning bolt
1 - levitate
1 - wall of force
( 3rd circle) 5 - shocking grasp
3 - dispel magic
( 2nd circle) 2 - chill touch
4 - sleep
3 - mirror image
( 1st circle) 2 - minor creation
8 - magic missile
And you are currently memorizing the following spells:
8 seconds: ( 5th) wall of stone
17 seconds: ( 5th) wall of stone
25 seconds: ( 5th) wall of stone
34 seconds: ( 5th) conjure elemental
You can memorize no more spells.
You continue your study.
< 357h/357H 150v/182V Pos: sitting >
You start meditating...
< 357h/357H 151v/182V Pos: sitting >
Autosaving...
< 357h/357H 157v/182V Pos: sitting >
You have finished memorizing wall of stone.
< 357h/357H 164v/182V Pos: sitting >
< 357h/357H 164v/182V Pos: sitting >
You have finished memorizing wall of stone.
< 357h/357H 176v/182V Pos: sitting >
You have finished memorizing wall of stone.
< 357h/357H 182v/182V Pos: sitting >
You have finished memorizing conjure elemental.
Your studies are complete.
< 357h/357H 182v/182V Pos: sitting >
You clamber to your feet.
< 357h/357H 182v/182V Pos: standing >
Ok.
< 357h/357H 182v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
A shady chemist who is close by to your east.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 357h/357H 182v/182V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
A shady chemist who is close by to your east.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 357h/357H 182v/182V Pos: standing >
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
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
An agitated commoner walks the road.
An earth elemental enters from the west.
An earth elemental enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
Zloin enters from the west.
< 357h/357H 181v/182V Pos: standing >
Ok.
< 357h/357H 181v/182V Pos: standing >
<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>
<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>
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
An agitated commoner walks the road.
A Grey Elf (medium) < The Commonwealth > stands here.(Gold Aura)
Grym, the innkeeper, sits on his stool.
An earth elemental enters from below.
An earth elemental enters from below.
Zloin enters from below.
Zloin enters from below.
Zloin enters from below.
Zloin enters from below.
< 357h/357H 180v/182V Pos: standing >
Ok.
A Grey Elf avoids being bashed by an earth elemental, who loses its balance and falls.
A Grey Elf avoids being bashed by an earth elemental, who loses its balance and falls.
< 357h/357H 180v/182V Pos: standing >
A Grey Elf's weak crush grazes an earth elemental.
A Grey Elf misses an earth elemental.
< 357h/357H 180v/182V Pos: standing >
A Grimney Sleeping Chamber
Obvious exits: -Down
Zloin Brewmaster Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
Zloin Brewmaster Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
Zloin Brewmaster Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
Zloin Brewmaster Brewed in Blood (Drow Elf)(medium) stands in mid-air here.(Red Aura)
An earth elemental crouches here, fighting a Grey Elf. (Minion)
An earth elemental crouches here, fighting a Grey Elf. (Minion)
An agitated commoner walks the road.
A Grey Elf (medium) < The Commonwealth > stands here, fighting an earth elemental.(Gold Aura)
Grym, the innkeeper, sits on his stool.
< 357h/357H 182v/182V Pos: standing >
A Grey Elf misses an earth elemental.
A Grey Elf misses an earth elemental.
< 357h/357H 182v/182V Pos: standing >
You start chanting...
< 357h/357H 182v/182V Pos: standing >
A Grey Elf dodges an earth elemental's attack.
< 357h/357H 182v/182V Pos: standing >
Casting: wall of stone **
< 357h/357H 182v/182V Pos: standing >
Casting: wall of stone
< 357h/357H 182v/182V Pos: standing >
A Grey Elf misses an earth elemental.
A Grey Elf misses an earth elemental.
< 357h/357H 182v/182V Pos: standing >
You complete your spell...
< 357h/357H 182v/182V Pos: standing >
An earth elemental rises to its feet.
< 357h/357H 182v/182V Pos: standing >
A Grey Elf blocks an earth elemental's lunge at him.
An earth elemental rises to its feet.
A Grey Elf dodges an earth elemental's attack.
An earth elemental misses a Grey Elf.
< 357h/357H 182v/182V Pos: standing >
You start chanting...
< 357h/357H 182v/182V Pos: standing >
A Grey Elf misses an earth elemental.
A Grey Elf misses an earth elemental.
< 357h/357H 182v/182V Pos: standing >
Casting: earthen maul
< 357h/357H 182v/182V Pos: standing >
You complete your spell...
[Damage: 134 ] -=[You cause the earth to lash out at your opponent!
As the ceiling begins to buckle under the stress, you realize this may not have been a good idea!]=-
< 357h/357H 182v/182V Pos: standing >
An earth elemental misses a Grey Elf.
[Damage: 5 ] An earth elemental's decent crush strikes a Grey Elf.
You start chanting...
< 357h/357H 182v/182V Pos: standing >
Casting: earthen maul
A Grey Elf misses an earth elemental.
A Grey Elf misses an earth elemental.
< 357h/357H 182v/182V Pos: standing >
You complete your spell...
[Damage: 119 ] -=[You cause the earth to lash out at your opponent!
As the ceiling begins to buckle under the stress, you realize this may not have been a good idea!]=-
A Grey Elf's pair of thin cloth pants is smashed to bits by rocks and debris!
A Grey Elf's pair of duergar-hide boots [superior] is smashed to bits by rocks and debris!
A Grey Elf's four leaf clover is smashed to bits by rocks and debris!
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!