The Abandoned House of Elders
This house appears to have been abandoned after the attacks of whatever
it was that destroyed most of the town. The previous tenants had
obviously left in a hurry because there still remains many personal
items and furnishings, including a couch, chairs, tapestries on the walls
even dishes on the dining table. A little black mouse scurries out
from under your feet.
The only exits are to the east, south and back the way you came to the
west.
Obvious exits: -East -South -West
A tiny bony chipmunk darts around with tail aflicker.
A bushy-tailed fox shambles down the path
A ragged black squirrel shuffles slowly through the grass.
A little blue snake slithers through the grass.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.
< 62h/100H 117v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 63h/100H 119v/120V Pos: standing >
An Intersection of Paths
The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself. The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
< 63h/100H 118v/120V Pos: standing >
A tiny bony chipmunk enters from the south.
< 63h/100H 119v/120V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
< 63h/100H 119v/120V Pos: standing >
A Broken Down Shack
This shack seems to have been toppled over during whatever destroyed
the village. Cobwebs fill the corners and looking up, you can see
sky where a roof should be. The exit is to the west.
Obvious exits: -West
The corpse of a little black spider is lying here.
Spiders have woven a large mass of webs here.
A little black spider dances on its web.
A little black spider dances on its web.
< 64h/100H 118v/120V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
< 65h/100H 118v/120V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 65h/100H 118v/120V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 66h/100H 118v/120V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 66h/100H 119v/120V Pos: standing >
A Devastated Mansion
This Mansion was once the seat of luxury, well, as luxurious as
a village home can be. The previous tenants obviously cared for the
home, as the delicate filigreed wallboards and finely sculpted ceiling
tiles show. The walls are painted an eggshell blue, what is left of
the ceiling a sheer white, and the floors a deep earthy brown.
Unfortunately though, the disaster hit here very harshly, for the walls
are all cracked and broken, the ceiling mostly caved in, and the floors are
chipped and buckled as though a great weight had stomped heavily on them.
The exits are north and down.
Obvious exits: -North -Down #
< 67h/100H 118v/120V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 67h/100H 118v/120V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
< 67h/100H 118v/120V Pos: standing >
A Once-Luxurious Home
This home has been nearly levelled by the destruction that overtook
the village. From the fragments of wallcoverings and furnishings
though, you can see how well this house had been cared for. Delicate
paintings of flowers and birds grace the plaster, the furniture was
carved in elaborate patterns. The rubble could hide any number of
things though, so it would be wise to step with great caution.
Your only exit is to the north.
Obvious exits: -North
The corpse of a hiding rat is lying here.
The corpse of a desperate survivor is lying here.
A little blue snake slithers through the grass.
A red-eyed spider scurries around on the floor.
< 68h/100H 118v/120V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
< 69h/100H 119v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
< 69h/100H 118v/120V Pos: standing >
A Farmer's Home
This house obviously had belonged to a farmer as evidenced by
the tools in one corner, the muddy rotten boots by the door.
The walls are in very sad shape, and the roof is mostly caved in
with shingles scattered over the floor. The exit is to the north.
Obvious exits: -North
< 69h/100H 117v/120V Pos: standing >
You don't find anything you didn't see before.
< 71h/100H 120v/120V Pos: standing >
Pardon?
< 73h/100H 120v/120V Pos: standing >
You don't find anything you didn't see before.
< 73h/100H 120v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
< 75h/100H 119v/120V Pos: standing >
An Abandoned Home
The house here looks like it was abandoned in a rush as the tenants
tried to get to safety. The furniture is overturned, there are
personal items strewn over the floor. There's even packages left
unopened on the table. The only exit is south.
Obvious exits: -South
< 75h/100H 118v/120V Pos: standing >
You don't find anything you didn't see before.
< 76h/100H 119v/120V Pos: standing >
You don't find anything you didn't see before.
< 77h/100H 120v/120V Pos: standing >
You don't find anything you didn't see before.
< 79h/100H 120v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/100H 120v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
< 81h/100H 119v/120V Pos: standing >
A Turn in the Path
The path turns sharply here. To the west goes back into the town,
and to the south you can see overgrown fields of corn and wheat. As
you walk south, the small animal sounds that were missing in town
become louder.
Obvious exits: -South -West
A little blue snake slithers through the grass.
A little blue snake slithers through the grass.
< 81h/100H 118v/120V Pos: standing >
A Long Straight Trail
The path here straightens out to the south and curves sharply to
the north. Small creatures scurry in the grasses and you can hear the
faint sounds of larger beings moving around to the south. You head
closer to investigate...
Obvious exits: -North -South
< 83h/100H 119v/120V Pos: standing >
Approaching a Farm's Gate..
The trail here leads straight towards a farm gate that lies half-
opened. The dimness makes it difficult to see further, but there seem
to be overgrown dying fields to the south. The sounds of the remaining
inhabitants of this poor village grow dim, a silence engulfing the area
as you go nearer to the apparently abandoned farm.
Obvious exits: -North -South
a wooden gate leans half-opened across the pathway.
< 83h/100H 118v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 84h/100H 118v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and feed nothing living but
for insects and worms that live here. The decayed remains of bright green
bean plants lay wherever their seeds seem to have fallen, with miserly
tomato plants growing in unevenly spaced rows. An old farmhouse is
visible to the north, an old, surprisingly well-kept barnyard and barn
to the east.
You can exit to the north, west, east and south.
Obvious exits: -North -East -South -West
< 85h/100H 118v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 85h/100H 116v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and the stench of rotting
vegetation permeates the area. Here, a great expanse of ravaged wheat
rustles in the fetid breezes, the sound ominous and disturbing to the
senses.
You can exit to the north, east and south.
Obvious exits: -North -East -South
A little skeletal brown mouse gathers nonexistent grains of wheat.
A little skeletal brown mouse gathers nonexistent grains of wheat.
< 85h/100H 114v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, however, the desolation is obvious with the sight of rotten and
reeking vegetation that splatters to the ground and piles in heaps.
You can exit to the north and east.
Obvious exits: -North -East
An Ettin scout investigates the village
< 86h/100H 114v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
However now, the land is overgrown and dying, the lack of sunlight
making for a desolate expanse of once-lush farmland. The only thing
worse than the dead land is the overwhelming silence. Not the slightest
sound of insects or birds, nor barnyard animals of any sort.
You can exit to the north and west.
Obvious exits: -North -West
< 87h/100H 114v/120V Pos: standing >
An Ettin scout suddenly attacks YOU!
-=[An Ettin scout's fine maul strikes you very hard.]=-
OUCH! That really did HURT!
< 73h/100H 116v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: ettin sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 73h/100H 116v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: ettin sta EP: excellent >
You miss an Ettin scout.
< 74h/100H 116v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: ettin sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 74h/100H 116v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: ettin sta EP: excellent >
An Ettin scout misses you.
You dodge an Ettin scout's vicious attack.
< 74h/100H 116v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: ettin sta EP: excellent >
You attempt to flee...
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby. Now,
though, the crops are quite overgrown with weeds and the low-lying bushes
cover the ground with their withered and putrid vegetation. A plethora of
rotten cucumbers, melons, and strawberries send their reek upwards as
they nestle together in a tangle of vines.
You can exit to the north, west and south.
Obvious exits: -North -South -West
You flee northward!
< 75h/100H 93v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and the stench of rotting
vegetation permeates the area. Here, a great expanse of ravaged wheat
rustles in the fetid breezes, the sound ominous and disturbing to the
senses.
You can exit to the north, east and south.
Obvious exits: -North -East -South
A little skeletal brown mouse gathers nonexistent grains of wheat.
A little skeletal brown mouse gathers nonexistent grains of wheat.
< 76h/100H 94v/120V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 76h/100H 93v/120V Pos: standing >
Approaching a Farm's Gate..
The trail here leads straight towards a farm gate that lies half-
opened. The dimness makes it difficult to see further, but there seem
to be overgrown dying fields to the south. The sounds of the remaining
inhabitants of this poor village grow dim, a silence engulfing the area
as you go nearer to the apparently abandoned farm.
Obvious exits: -North -South
a wooden gate leans half-opened across the pathway.
< 77h/100H 94v/120V Pos: standing >
A Long Straight Trail
The path here straightens out to the south and curves sharply to
the north. Small creatures scurry in the grasses and you can hear the
faint sounds of larger beings moving around to the south. You head
closer to investigate...
Obvious exits: -North -South
< 77h/100H 94v/120V Pos: standing >
A Turn in the Path
The path turns sharply here. To the west goes back into the town,
and to the south you can see overgrown fields of corn and wheat. As
you walk south, the small animal sounds that were missing in town
become louder.
Obvious exits: -South -West
A little blue snake slithers through the grass.
< 78h/100H 95v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 78h/100H 95v/120V Pos: standing >
An Abandoned Home
The house here looks like it was abandoned in a rush as the tenants
tried to get to safety. The furniture is overturned, there are
personal items strewn over the floor. There's even packages left
unopened on the table. The only exit is south.
Obvious exits: -South
< 79h/100H 96v/120V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 79h/100H 97v/120V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 79h/100H 96v/120V Pos: standing >
A Burned Out Husk of a House
This house was once home to a well-to-do farmer. Now, however,
it is a burned-out husk of its former glory, merely home to rats
and mice that scurry through the rubble in search of whatever it
is rodents seek.
The only exit is to the south.
Obvious exits: -South
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A rat squeaks and sits up on its haunches to sniff the air.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.
< 80h/100H 97v/120V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 80h/100H 97v/120V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 80h/100H 97v/120V Pos: standing >
A Formerly Luxurious Home
This house was one of the more luxurious homes in the village,
second only to the Elder's house and one other. The walls are still
standing, the roof is whole. Looking around, you can tell that there
is someone living here, for the clutter is amazing; clothes scattered
around, dishes on the table, reading parchments in a pile by a rather
comfortable looking chair. A collection of birdfeathers points to
the shopkeeper Anguinel as being the culprit. Then again, who could
blame him? It's one nice house!
Exits are to the South and Up.
Obvious exits: -South -Up
< 81h/100H 97v/120V Pos: standing >
A Disheveled Attic
This is obviously the attic, with piles of crates and boxes
scattered all over the room, mixed with little heaps of bat
guano in between the boxes. Exits are East and Down.
Obvious exits: -East # -Down
piles of bat guano lay scattered on the floor.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
A small brown bat is stretched out, sound asleep.
< 82h/100H 98v/120V Pos: standing >
A Formerly Luxurious Home
This house was one of the more luxurious homes in the village,
second only to the Elder's house and one other. The walls are still
standing, the roof is whole. Looking around, you can tell that there
is someone living here, for the clutter is amazing; clothes scattered
around, dishes on the table, reading parchments in a pile by a rather
comfortable looking chair. A collection of birdfeathers points to
the shopkeeper Anguinel as being the culprit. Then again, who could
blame him? It's one nice house!
Exits are to the South and Up.
Obvious exits: -South -Up
< 82h/100H 99v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 82h/100H 100v/120V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
A little blue snake slithers through the grass.
< 83h/100H 100v/120V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 83h/100H 99v/120V Pos: standing >
An Empty House
This house looks to have been hurriedly abandoned, though what
was left behind seems to be rather well picked over by scavengers.
The only exit is to the south.
Obvious exits: -South
< 83h/100H 100v/120V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
< 84h/100H 100v/120V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 84h/100H 100v/120V Pos: standing >
A Totally Unharmed Shop.
This shop has managed somehow to remain completely unharmed by whatever
it was that destroyed most of the rest of the town. Here, you see tubs
of pickles, bolts of cloth, stacks of sacks of grain, almost all the
items in total disarray due to neglect and lack of customers. The
shopkeeper Anguinel looks up in near shock at your entry.
Obvious exits: -South
(Q)The Shopkeeper Anguinel looks up at your entry in surprise.
< 84h/100H 100v/120V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 87h/100H 109v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 87h/100H 109v/120V Pos: standing >
A Totally Unharmed Shop.
This shop has managed somehow to remain completely unharmed by whatever
it was that destroyed most of the rest of the town. Here, you see tubs
of pickles, bolts of cloth, stacks of sacks of grain, almost all the
items in total disarray due to neglect and lack of customers. The
shopkeeper Anguinel looks up in near shock at your entry.
Obvious exits: -South
(Q)The Shopkeeper Anguinel looks up at your entry in surprise.
< 88h/100H 109v/120V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 88h/100H 110v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/100H 111v/120V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
< 89h/100H 112v/120V Pos: standing >
A Tumbledown Shack
This old shack is nearly toppled onto its side and does not look
safe at all to explore! It looks to have been empty since far
prior to the devastation visible throughout the village.
The only exit is to the east.
Obvious exits: -East
A ragged black squirrel shuffles slowly through the grass.
A small black mouse scurries over the floor, continuing as tho still alive.
< 90h/100H 113v/120V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
A bushy-tailed fox shambles down the path
< 91h/100H 116v/120V Pos: standing >
An Intersection of Paths
The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself. The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
A tiny bony chipmunk darts around with tail aflicker.
A little blue snake slithers through the grass.
A tiny bony chipmunk darts around with tail aflicker.
< 91h/100H 115v/120V Pos: standing >
A tiny bony chipmunk leaves south.
< 91h/100H 116v/120V Pos: standing >
A Broken-down Shack
This one roomed shack once must have been the home of a transient
field worker, but now it is totally ruined. The walls are half-
broken down, the floor is nothing but dirt and the roof resembles
nothing more than girders with elderly strands of hay fluttering in
the faint breeze. There is a broken table in the corner behind which
you can hear faint whimpering sounds.
The only exit out is to the east.
Obvious exits: -East -West
an old broken table rests against the wall. [50%]
< 92h/100H 118v/120V Pos: standing >
A Tiny Little Alcove
This tiny darkly lit alcove has been hidden by the table for
quite a while. There is a nest of tattered blankets and furs
in the corner.
Obvious exits: None!
an old broken table rests against the wall. [50%]
A Vampire (medium) stands, floating here, fighting a mangy snarling bitch.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A whimpering puppy cries pitifully for its mother.
A mangy snarling bitch stands, floating here, fighting a Vampire.
< 93h/100H 119v/120V Pos: standing >
A mangy snarling bitch misses a Vampire.
A mangy snarling bitch kicks a Vampire causing parts of a Vampire to cave in!
< 94h/100H 119v/120V Pos: standing >
A Vampire's fine pierce enshrouds a mangy snarling bitch in a mist of blood.
< 94h/100H 119v/120V Pos: standing >
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 95h/100H 119v/120V Pos: standing >
A mangy snarling bitch dodges a Vampire's attack.
A mangy snarling bitch dodges a Vampire's attack.
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 95h/100H 120v/120V Pos: standing >
A mangy snarling bitch misses a Vampire.
< 95h/100H 120v/120V Pos: standing >
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 96h/100H 120v/120V Pos: standing >
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 96h/100H 120v/120V Pos: standing >
A mangy snarling bitch dodges a Vampire's attack.
< 97h/100H 120v/120V Pos: standing >
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 97h/100H 120v/120V Pos: standing >
A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!
< 97h/100H 120v/120V Pos: standing >
A Vampire dodges a mangy snarling bitch's attack.
A Vampire sneers at a mangy snarling bitch while sidestepping her kick.
< 97h/100H 120v/120V Pos: standing >
A Vampire's pierce grievously wounds a mangy snarling bitch.
A mangy snarling bitch is mortally wounded, and will die soon, if not aided.
< 98h/100H 120v/120V Pos: standing >
A Vampire misses you.
< 99h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:few scratches E: A Vampire sta EP: excellent >
A Vampire dodges your futile attack.
< 100h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:excellent E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 100h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:excellent E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'magic missile'
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
< 95h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:few scratches E: A Vampire sta EP: excellent >
You dodge a Vampire's vicious attack.
You dodge a Vampire's vicious attack.
< 95h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:few scratches E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 95h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:few scratches E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'magic missile'
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
< 80h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: A Vampire sta EP: excellent >
You miss a Vampire.
< 80h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 80h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: A Vampire sta EP: excellent >
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.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
< 76h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 77h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'magic missile'
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
You stumble in your attack, and jab at a whimpering puppy!
< 62h/100H 120v/120V Pos: standing >
-=[A Vampire's pierce strikes you hard.]=-
< 56h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire starts playing a small wooden flute and singing aloud.
A Vampire stutters in his song, and falls silent.
A Vampire blushes furiously, his cheeks red with embarrassment.
< 56h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 57h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
Autosaving...
You dodge a Vampire's vicious attack.
-=[A Vampire's pierce strikes you.]=-
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire starts playing a small wooden flute and singing aloud.
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire parries your futile lunge at him.
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 52h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'burning hands'
You resist the effects of a Vampire's spell!
Pardon?
< 53h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire dodges your futile attack.
< 53h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 53h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
Pardon?
< 53h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 53h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'burning hands'
The flames cause your skin to smoke!
-=[You cry out in pain as a Vampire burns you.]=-
YIKES! Another hit like that, and you've had it!!
< 24h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
A Vampire stutters in his song, and falls silent.
A Vampire blushes furiously, his cheeks red with embarrassment.
< 25h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
A Vampire dodges your futile attack.
< 25h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
You dodge a Vampire's vicious attack.
< 25h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
A Vampire starts casting an offensive spell.
< 25h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: A Vampire sta EP: excellent >
A Vampire completes his spell...
A Vampire utters the words 'magic missile'
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
-=[You stagger as a magic missile from a Vampire hits you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[You stagger as a magic missile from a Vampire hits you.]=-
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!
You attempt to flee...
PANIC! You couldn't escape!
< 0h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: awful E: A Vampire sta EP: excellent >
You dodge a Vampire's vicious attack.
A Vampire misses you.
< 1h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: awful E: A Vampire sta EP: excellent >
A Vampire parries your futile lunge at him.
< 1h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: awful E: A Vampire sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 1h/100H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: awful E: A Vampire sta EP: excellent >
-=[A Vampire kicks you and your bones crumble.]=-
You feel your pulse begin to slow and you realize you are mortally wounded...
< -7h/100H 120v/120V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -7h/100H 120v/120V Pos: on your ass >
You are in pretty bad shape, unable to do anything!
< -7h/100H 120v/120V Pos: on your ass >
-=[