<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
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<primary weapon> an amber-colored rod
<worn on legs> a pair of studded leather leggings
<worn on feet> a pair of tight black slippers
A halfling slave's fine punch strikes you.]=-
You miss a halfling slave.
< 152h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: halfling sta EP: awful >
A halfling slave misses you.
-=[A halfling slave kicks you and your bones crumble.]=-
< 146h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: halfling sta EP: awful >
A snarling warg misses you.
< 146h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: halfling sta EP: awful >
-=[An Orc's slash strikes you.]=-
An Orc misses you.
-=[An Orc's powerful slash strikes you hard.]=-
An Orc misses you.
< 123h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: halfling sta EP: awful >
You miss a halfling slave.
< 123h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: halfling sta EP: awful >
-=[A halfling slave's fine punch strikes you.]=-
-=[A halfling slave's fine punch strikes you.]=-
< 106h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: halfling sta EP: awful >
You don't have that spell memorized.
< 106h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: halfling sta EP: awful >
You can't do this sitting!
< 106h/194H 119v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: halfling sta EP: awful >
You clamber to your feet.
< 106h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: halfling sta EP: awful >
You start chanting...
< 106h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: few wounds E: halfling sta EP: awful >
You dodge a snarling warg's vicious attack.
-=[Everything is blurry after an Orc's head came crashing into your skull.]=-
OUCH! That really did HURT!
< 81h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: halfling sta EP: awful >
-=[An Orc's impressive slash strikes you hard.]=-
An Orc misses you.
An Orc misses you.
An Orc misses you.
< 73h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: halfling sta EP: awful >
Casting: cone of cold
< 73h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: halfling sta EP: awful >
You complete your spell...
[Damage: 25 ] -=[Your blast of cold strikes a halfling slave dead on, who shudders from the pain.]=-
A halfling slave is dead! R.I.P.
You receive your share of experience.
This being a hometown, you receive fewer exps...
The smell of fresh blood enters your body, infusing you with power!
A halfling slave's death cry reverberates in your head as he falls to the ground.
< 74h/194H 119v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 75h/194H 119v/120V Pos: standing >
You start chanting...
< 76h/194H 119v/120V Pos: standing >
You dodge a snarling warg's vicious attack.
< 76h/194H 119v/120V Pos: standing >
An Orc misses you.
You dodge an Orc's vicious attack.
< 76h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: excellent >
You complete your spell...
[Damage: 42 ] -=[Your blast of cold strikes an Orc dead on, who shudders from the pain.]=-
The chilling cold causes an Orc to stammer, apparently weakened.
< 76h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: small wounds >
An Orc tries to tackle you and misses completely, making a nice dent in his forehead and the ground!
< 76h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You are already standing.
< 77h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You start chanting...
< 77h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Casting: cone of cold *
< 77h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You dodge a snarling warg's vicious attack.
An Orc misses you.
You dodge an Orc's vicious attack.
You dodge an Orc's vicious attack.
You dodge an Orc's vicious attack.
< 77h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Casting: cone of cold
< 77h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You complete your spell...
[Damage: 35 ] -=[Your blast of cold strikes an Orc dead on, who shudders from the pain.]=-
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You're too busy fighting to be pulling things out of bags!
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You stop using a large leather backpack.
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You start chanting...
< 78h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
An Orc misses you.
An Orc misses you.
An Orc misses you.
You dodge an Orc's vicious attack.
< 79h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
A snarling warg misses you.
< 79h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: small wounds >
You complete your spell...
[Damage: 33 ] -=[Your blast of cold strikes an Orc dead on, who shudders from the pain.]=-
< 79h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: few wounds >
You start chanting...
< 79h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: few wounds >
You complete your spell...
[Damage: 37 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 80h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc ass EP: few wounds >
You dodge an Orc's vicious attack.
An Orc misses you.
An Orc misses you.
An Orc clambers to his feet.
< 80h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: few wounds >
An Orc dodges your futile attack.
You start chanting...
< 80h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: few wounds >
You dodge a snarling warg's vicious attack.
-=[Everything is blurry after an Orc's head came crashing into your skull.]=-
OUCH! That really did HURT!
< 57h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
Casting: lightning bolt *
< 57h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
You complete your spell...
[Damage: 39 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 58h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
An Orc misses you.
An Orc misses you.
You dodge an Orc's vicious attack.
< 58h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
An Orc's skillfully shifts his stance and dark ruby falchion glistens with insane speed to thwart your attack!
An Orc misses you.
An Orc misses you.
You don't have that spell memorized.
< 58h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
You start chanting...
< 58h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: few wounds >
You dodge a snarling warg's vicious attack.
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: few wounds >
You complete your spell...
[Damage: 42 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
An Orc attempts to flee.
An Orc leaves north.
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
You don't have that spell memorized.
< 59h/194H 119v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 60h/194H 119v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 60h/194H 119v/120V Pos: standing >
An Orc enters from the north.
< 60h/194H 119v/120V Pos: standing >
An Orc misses you.
You start chanting...
< 60h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You dodge a snarling warg's vicious attack.
< 60h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
You dodge an Orc's vicious attack.
You dodge an Orc's vicious attack.
< 60h/194H 119v/120V Pos: standing >
< T: Rogha TP: sta TC: nasty wounds E: An Orc sta EP: nasty wounds >
An Orc attempts to flee.
An Orc leaves east.
< 61h/194H 119v/120V Pos: standing >
A gnome slave leaves south.
You abort your spell before it's done!
< 61h/194H 119v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 61h/194H 119v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 61h/194H 119v/120V Pos: standing >
An Orc enters from the south.
< 63h/194H 120v/120V Pos: standing >
You dodge a snarling warg's vicious attack.
-=[Out of nowhere, an Orc stabs you in the back.]=-
< 46h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: nasty wounds >
You start chanting...
< 46h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: An Orc sta EP: nasty wounds >
[Damage: 10 ] -=[You get the best of an Orc as he headbutts you.]=-
An Orc stumbles side to side with starry eyes and a lost expression... Finally collapsing.
< 46h/194H 120v/120V Pos: standing >
<Casting: lightning bolt *
< 46h/194H 120v/120V Pos: standing >
<You complete your spell...
[Damage: 39 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 47h/194H 120v/120V Pos: standing >
<[Damage: 2 ] -=[Your decent crush wounds an Orc.]=-
< 47h/194H 120v/120V Pos: standing >
<You start chanting...
< 47h/194H 120v/120V Pos: standing >
<You dodge a snarling warg's vicious attack.
< 47h/194H 120v/120V Pos: standing >
<Autosaving...
Casting: lightning bolt *
< 47h/194H 120v/120V Pos: standing >
<You complete your spell...
[Damage: 31 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 48h/194H 120v/120V Pos: standing >
<You start chanting...
< 48h/194H 120v/120V Pos: standing >
<You complete your spell...
[Damage: 47 ] -=[The lightning bolt hits an Orc with full impact.]=-
< 48h/194H 120v/120V Pos: standing >
<You dodge a snarling warg's vicious attack.
You don't have that spell memorized.
< 49h/194H 120v/120V Pos: standing >
<An Orc seems to have come back to his senses.
You don't have that spell memorized.
< 49h/194H 120v/120V Pos: standing >
<You don't have that spell memorized.
< 49h/194H 120v/120V Pos: standing >
<You don't have that spell memorized.
< 49h/194H 120v/120V Pos: standing >
<An Orc clambers to his feet.
You start chanting...
< 49h/194H 120v/120V Pos: standing >
<An Orc leaves east.
< 49h/194H 120v/120V Pos: standing >
You abort your spell before it's done!
< 49h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 50h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 50h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 50h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 50h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 50h/194H 120v/120V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 51h/194H 120v/120V Pos: standing >
A snarling warg misses you.
You start chanting...
< 51h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: excellent >
Casting: shocking grasp *
< 51h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: excellent >
You complete your spell...
[Damage: 128 ] -=[You get a good hold of a snarling warg and shock him.]=-
< 52h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
You dodge a snarling warg's vicious attack.
< 52h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
A snarling warg dodges your futile attack.
< 53h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
Pardon?
< 53h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
You dodge a snarling warg's vicious attack.
< 54h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
A snarling warg dodges your futile attack.
You failed.
< 54h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
A snarling warg misses you.
< 55h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
A snarling warg dodges your futile attack.
< 55h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 56h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 56h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
A snarling warg dodges your futile attack.
You dodge a snarling warg's vicious attack.
< 56h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC:pretty hurt E: warg sta EP: few wounds >
You attempt to flee...
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East
You flee southward!
< 57h/194H 99v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East -South
Puddles of fresh blood cover the ground.
The corpse of a halfling slave is lying here.
A warg prowls here looking for things to eat. (minion)
< 58h/194H 100v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East -South
The corpse of a gnome slave is lying here.
A hearty mule plows the field.
< 58h/194H 99v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East -South
< 60h/194H 103v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East -South
< 61h/194H 103v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East -South -West
< 62h/194H 104v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East -South -West
(Q)A halfling slave waters the seeds.
A human slave works the plow.
< 62h/194H 104v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -East -South -West
< 63h/194H 106v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -South -West
A few drops of fresh blood are scattered around the area.
A hearty mule plows the field.
< 64h/194H 106v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -South -West
Fresh blood splatters cover the area.
< 65h/194H 108v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 65h/194H 108v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 65h/194H 108v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East # -South -West
Puddles of fresh blood cover the ground.
< 66h/194H 109v/120V Pos: standing >
The door seems to be closed.
< 66h/194H 109v/120V Pos: standing >
Ok.
< 67h/194H 110v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -South -West
< 67h/194H 110v/120V Pos: standing >
A Plowed Field
This plowed field has wheat growing in it. Minotaurs despise farming, which
is probably why they have slave labor readily available to them. Humans,
gnomes, halflings, and any other race unfortunate enough to be taken prisoner
shall work for their masters until the day they die, which might be very soon.
Before they are done with their work however, they must suffer the wrath of
their master for surviving the day. The wheat rises a five feet in the air.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
< 68h/194H 111v/120V Pos: standing >
A Small Wooden Cottage
This cottage wouldn't exactly be called the greatest engineering marvel of
all time. It is in fact, a disaster. It looks like it's ready to collapse, what
is a miracle however is that it hasn't yet. It's only a matter of weeks before
this think collapses in upon itself. The other rooms of the cottage look
readily accessible if not for the huge minotaur blocking the way. This cow is
ready to bust someone's ass, it's best not to look him in the eye. The wood
used to create the cottage has undoubtedly come from the forest that it
borders on and it's obvious that a great deal of forest had to be cleared to
supply the necessary lumber.
Obvious exits: -East # -West
A few drops of fresh blood are scattered around the area.
< 68h/194H 110v/120V Pos: standing >
The door seems to be closed.
< 68h/194H 111v/120V Pos: standing >
Ok.
< 69h/194H 111v/120V Pos: standing >
Before a Forest
The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
A commoner walks toward his destination.
< 69h/194H 111v/120V Pos: standing >
A Steep Slope
The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West
< 70h/194H 111v/120V Pos: standing >
A Small Plateau
This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South
< 71h/194H 112v/120V Pos: standing >
A Light Forest
A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
< 71h/194H 112v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 72h/194H 114v/120V Pos: standing >
Beginnings of a 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 north to a center of shopping.
Obvious exits: -North -South
A commoner walks toward his destination.
< 72h/194H 113v/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.
< 72h/194H 113v/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
< 73h/194H 113v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 74h/194H 115v/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
< 74h/194H 115v/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
The head taskmaster silently cleans his whip.
< 75h/194H 115v/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.
< 76h/194H 116v/120V Pos: standing >
You enter a tower of high sorcery.
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
< 78h/194H 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
< 79h/194H 119v/120V Pos: standing >
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 spellbook lies here, discarded.
A steel dagger about a foot in length lies here.
[20] A small bandage rests upon the ground here.
[4] A sturdy looking wooden club has been left here.
[4] A stout cudgel carved from oak wood lies here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A steel dagger has been tossed aside here.
[4] A warhammer with a sturdy-looking steel head lies here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 80h/194H 118v/120V Pos: standing >
You are not using it.
< 83h/194H 120v/120V Pos: standing >
You get a spellbook from a large leather backpack.
You get a spellbook from a large leather backpack.
You get a spellbook from a large leather backpack.
< 83h/194H 120v/120V Pos: standing >
You sit down and relax.
< 83h/194H 120v/120V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - dimension door
1 - coldshield
( 4th circle) 1 - levitate
( 3rd circle) 7 - shocking grasp
( 2nd circle) 8 - chill touch
( 1st circle) 7 - minor creation
2 - magic missile
And you are currently memorizing the following spells:
11 seconds: ( 6th) fireball
22 seconds: ( 6th) fireball
33 seconds: ( 6th) fireball
45 seconds: ( 6th) fireball
55 seconds: ( 5th) cone of cold
65 seconds: ( 5th) cone of cold
75 seconds: ( 5th) cone of cold
86 seconds: ( 5th) cone of cold
95 seconds: ( 4th) lightning bolt
104 seconds: ( 4th) lightning bolt
113 seconds: ( 4th) lightning bolt
123 seconds: ( 4th) lightning bolt
132 seconds: ( 4th) lightning bolt
141 seconds: ( 4th) lightning bolt
149 seconds: ( 3rd) shocking grasp
You can memorize no more spells.
You continue your study.
< 83h/194H 120v/120V Pos: sitting >
You start meditating...
< 84h/194H 120v/120V Pos: sitting >
You have finished memorizing fireball.
< 88h/194H 120v/120V Pos: sitting >
You have finished memorizing fireball.
< 93h/194H 120v/120V Pos: sitting >
< 93h/194H 120v/120V Pos: sitting >
You have finished memorizing fireball.
< 103h/194H 120v/120V Pos: sitting >
You have finished memorizing fireball.
< 112h/194H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 117h/194H 120v/120V Pos: sitting >
Asterion, the minotaur Archmage starts casting a spell.
< 120h/194H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 121h/194H 120v/120V Pos: sitting >
Asterion, the minotaur Archmage completes his spell...
Asterion, the minotaur Archmage's flesh melds with conjured rocks, turning it to stone.
< 122h/194H 120v/120V Pos: sitting >
< 125h/194H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 125h/194H 120v/120V Pos: sitting >
< 126h/194H 120v/120V Pos: sitting >
You have finished memorizing cone of cold.
< 130h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 134h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 141h/194H 120v/120V Pos: sitting >
< 142h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 149h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 157h/194H 120v/120V Pos: sitting >
< 160h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 161h/194H 120v/120V Pos: sitting >
You have finished memorizing lightning bolt.
< 165h/194H 120v/120V Pos: sitting >
You have finished memorizing shocking grasp.
Your studies are complete.
< 168h/194H 120v/120V Pos: sitting >
You clamber to your feet.
< 168h/194H 120v/120V Pos: standing >
You are not using it.
< 169h/194H 120v/120V Pos: standing >
You don't have anything to put in it.
< 169h/194H 120v/120V Pos: standing >
You put 3 items into a large leather backpack.
< 169h/194H 120v/120V Pos: standing >
You strap a large leather backpack on your back.
< 169h/194H 120v/120V Pos: standing >
An Orc enters from the south.
A Troll enters from the south.
< 170h/194H 120v/120V Pos: standing >
-=[Out of nowhere, an Orc stabs you in the back.]=-
< 153h/194H 120v/120V Pos: standing >
< T: Rogha TP: sta TC: small wounds E: An Orc sta EP: excellent >
You dodge an Orc's vicious attack.
An Orc misses you.
-=[An Orc's impressive slash strikes you.]=-
An Orc tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 146h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: An Orc sta EP: excellent >
A Troll starts casting an offensive spell.
< 146h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: An Orc sta EP: excellent >
An Orc parries your futile lunge at him.
< 146h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: An Orc sta EP: excellent >
A Troll completes his spell...
A Troll utters the words 'arieks shattering iceball'
A Troll points at you.
You resist the effects of a Troll's spell!
< 147h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: small wounds E: An Orc sta EP: excellent >
-=[An Orc's mighty slash strikes you very hard.]=-
OUCH! That really did HURT!
An Orc misses you.
< 124h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: An Orc sta EP: excellent >
A Troll starts casting an offensive spell called 'molten spray'.
< 124h/194H 120v/120V Pos: sitting >
< T: Rogha TP: sit TC: few wounds E: An Orc sta EP: excellent >
A Troll completes his spell...
A Troll utters the words 'warhunso gsfal'
A Troll points at you.
The flames cause your skin to smoke!
-=[A Troll fires a blast of molten spray at you, causing unbearable pain.]=-