The death of [15 Sorcerer] Rogha (Vampire)

in A Merchant's Intersection

from the perspective of [15 Sorcerer] Rogha (Vampire)

<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a reptile skin cloak
<worn on back>       a large leather backpack
<worn about waist>   a belt of sewn ratskins
<worn on arms>       a pair of studded leather sleeves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of tight black slippers

The Chamber of the Archmage
   This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 30h/100H 119v/120V Pos: standing >
Asterion, the minotaur Archmage starts casting a spell.

< 31h/100H 120v/120V Pos: standing >

< 32h/100H 120v/120V Pos: standing >
Asterion, the minotaur Archmage completes his spell...
Asterion, the minotaur Archmage utters the word 'deflect'
A translucent field flashes around Asterion, the minotaur Archmage, then vanishes.

< 33h/100H 120v/120V Pos: standing >
Asterion, the minotaur Archmage starts casting a spell.

< 35h/100H 120v/120V Pos: standing >
You are already standing.

< 37h/100H 120v/120V Pos: standing >
Asterion, the minotaur Archmage completes his spell...
Asterion, the minotaur Archmage utters the words 'ghafiaog gspzfzg'
Spheres begin rotating around Asterion, the minotaur Archmage.

< 37h/100H 120v/120V Pos: standing >
The Chamber of the Archmage
Obvious exits: -South
A powerful looking Minotaur stands here, eyeing you suspiciously.

< 38h/100H 120v/120V Pos: standing >
Second Level
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East  -Down 

< 38h/100H 119v/120V Pos: standing >
A Tower Base
   Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West  -Up   

< 39h/100H 118v/120V Pos: standing >
A Forest Grove
   Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West 
A tower of high sorcery blocks out all light.

< 40h/100H 118v/120V Pos: standing >
On a Wooden Bridge
   The wooden bridge looks to have nearly succumbed to the elements. Years of
rain, snow, wind, and the sun look to have broken the elasticity and strength
of the bridge. A forest grove is visible just to the east, it's a very shallow
grove, however, it's impossible to see just what lays within it for a veil of
darkness surrounds it. To the south a small settlement is visible. Over the
horizon to the west a large tower looms, peaking over the trees just enough so
that it is possible to scout a large portion of the area to the east.
Obvious exits: -East  -South

< 40h/100H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 40h/100H 119v/120V Pos: standing >
Before 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: -North -West 

< 41h/100H 119v/120V Pos: standing >
A Withered Cobblestone Road
   Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East  -South

< 42h/100H 118v/120V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 42h/100H 117v/120V Pos: standing >
A Withered 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. A tower looms to
the west as it rises over the trees, just high enough to be able to scope out
the surrounding area. There can be but one purpose for this tower, to peer
into the horizon for potential hostile parties.
Obvious exits: -East # -West 

< 43h/100H 118v/120V Pos: standing >
The stable seems to be closed.

< 43h/100H 120v/120V Pos: standing >
Ok.

< 43h/100H 120v/120V Pos: standing >
Horses Stables
   The horses here are well taken care of. They are groomed regularly and
never driven too hard. These horses are not war-horses, they are sometimes used
to pull caravans while on some occasions they are saddled and ridden by sole
riders. This barn that they are in isn't the most sturdy or well crafted, but
it keeps the rain off their shoulders and gives them a place to eat. The cows
have a great respect for the horse, for they are tough creatures that can crack
skulls with ease. Horses are indeed beasts of burden, which is why the cows
relate to them and care to tend to their horses.
Obvious exits: -West 
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.
A stable horse is here.

< 43h/100H 119v/120V Pos: standing >
A Withered 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. A tower looms to
the west as it rises over the trees, just high enough to be able to scope out
the surrounding area. There can be but one purpose for this tower, to peer
into the horizon for potential hostile parties.
Obvious exits: -East  -West 

< 44h/100H 118v/120V Pos: standing >
A Merchant's Intersection
   A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East  -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.

< 45h/100H 119v/120V Pos: standing >
A Drow Elf enters from the south.

< 45h/100H 119v/120V Pos: standing >
A Drow Elf leaves east.

< 45h/100H 119v/120V Pos: standing >
A Drow Elf enters from the east.

< 46h/100H 119v/120V Pos: standing >
You are knocked to the ground by a Drow Elf's mighty bash!

< 41h/100H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
 A Drow Elf dodges your futile attack.
-=[A Drow Elf's impressive slash seriously wounds you.]=-
OUCH!  That really did HURT!
A Drow Elf misses you.
-=[A Drow Elf's slash enshrouds you in a mist of blood.]=-
OUCH!  That really did HURT!

< 14h/100H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 -=[A Drow Elf's impressive slash causes you to grimace in pain.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Drow Elf misses you.

< 3h/100H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 A Drow Elf parries your futile lunge at him.

< 3h/100H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: awful E: A Drow Elf sta EP: excellent >
 A Drow Elf misses you.
-=[A Drow Elf's impressive slash hits you.]=-
Your consciousness begins to fade in and out as your mortality slips away.....

< -9h/100H 119v/120V Pos: sitting >
-=[