The death of [53 Spiritualist] Jelli < The Commonwealth > (Grey Elf)

in Along a Game Trail

from the perspective of [53 Spiritualist] Jelli < The Commonwealth > (Grey Elf)

<held>               the totem of the ancient shaman spirits [superior] (glowing)

a brown jar
a small pile of coins
[10] a large medicated bandage
[15] a dark misty potion
[3] a scroll of Numbla
[11] a green potion with black chunks
[3] some faerie dust
[4] the opaque white potion of regeneration
the scales of Charring Death
[3] a white potion
[2] a sparkling large flat oyster
a potion of swashbuckling (glowing)

< 317h/317H 121v/121V Pos: standing >
You get a green linen bag.

< 317h/317H 121v/121V Pos: standing >
Ok.

< 317h/317H 121v/121V Pos: standing >

< 317h/317H 121v/121V Pos: standing >
The Storage Locker for Samsara
Obvious exits: -North
A durable alchemist sack lies here.
[2] a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.

< 317h/317H 121v/121V Pos: standing >
A large wooden chest contains:

an honor of guards medallion [superior]
the legendary mandolin of revelations and forgetfulness
a well-polished mithril body shield [poor] (illuminating)
a segmented iron belt covered with symbols [poor]
a goblin holy cloak [poor] (glowing)
a stone mask [poor]
an eyepatch of Dagon [poor]
a spellbook bound in silver (glowing)
Sprithnog's travelling book of spells [poor]
a beautiful griffon feather [superior]
a symbol of Malch'hor Ganl [superior]
a woven golden-red headband [superior]
the royal clasp of Bloodstone
[2] a dwarven earring
a spiked zanthium collar
a suit of drow chainmail [poor]
some magical iron shoes from New Cave city
an angelic marble heater shield
a sparkling gem quiver
a cracked ruby earring from The Underworld
some icy dragonscale arm plates from The Depths of Duris
a brutal granite wristguard from Krethik Keep [86%]
a stone bracer [superior]
an etched mithral bracer [superior] (humming)
the neck-charm of Savannah of Broken Trusts [superior]
some gloves of rage of dexterity [84%]
the lost book of 'Magic'
the codex of the muse of dreams [poor] [72%]
the legendary harp of peace and calming
the legendary horn of flight and dragons
the legendary flute of sleeping and charming
the epic lyre of healing and harming
a black leather bound spellbook [superior] (humming)
a totem of the bullywug shaman (glowing)
the masters quiver [poor] (glowing)
a platinum sacrificial dagger with a strange black stone
the mighty hammer of Volheru [superior]

< 317h/317H 121v/121V Pos: standing >
It's already open!

< 317h/317H 121v/121V Pos: standing >
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.

< 317h/317H 120v/121V Pos: standing >
Pardon?

< 317h/317H 120v/121V Pos: standing >

The escort says 'You have 265 items, which costs you 7 g, 9 s, and 6 c'
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Jelli
An unnatural silence fills this area.
Obvious exits: -North#
A big big bag for a little person lies here. (illuminating)
A durable alchemist sack lies here.
a satchel used to hold various items lies here. (illuminating)
A green linen bag lies in a heap. (glowing)
[2] A rather large leather backpack lies here.
A fur backpack has been left here.
A backpack made from lion skin is here.
A large leather backpack has been left upon the ground.
An ornate chest bearing items that are unsorted.

< 317h/317H 120v/121V Pos: standing >
A large wooden chest contains:

a stone potion
the mark of the dagger
[2] a Magical Green Mushroom from the Sylvan Woods (glowing)
[3] a damp potion
[2] a dust covered potion
[2] a mysterious concoction (glowing)
[2] a mysterious glowing potion (glowing)
an onyx potion (glowing)
a sparkling potion
a potion of swashbuckling (glowing)
a drow's potion
a potion of mental toughness
a green potion with black chunks
a frosty white potion (glowing)
[6] a scroll of revelations (glowing)
[2] A scroll of curse removal (glowing)
[2] a spellbook
the wand of the guardian
a black crooked wand
a gnomish flamethrower (glowing)
[3] a piece of rolling paper
a map of jade
[10] a mandrake root
[10] some wild Gootwiet
[3] a large medicated bandage
[2] some landrace Medicus
[5] a dragon scale
a drow-made obsidian tail protector from The Jade Empire

< 317h/317H 120v/121V Pos: standing >
A lion-skin backpack contains:

[3] an exotic tropical flower [poor]
an exotic tropical flower [superior]
an exotic tropical flower [poor]
a staff of golem creation [poor] (humming)
a staff of golem creation [superior] (humming)
a strange blue stone
a strange yellow and blue cross
a shade tiger claw
a brimstone staff
a twisted wand of influence (humming)
[2] the stinger of the manta ray [superior] (humming)
the skin of a shadow eel
[2] a delicate bubble
a flint of granite
a token of jade royalty
a dust covered potion
[2] an Alatorin medal of honor (glowing)
[2] a tightly wrapped vellum scroll named 'Fix' (glowing) (illuminating)

< 317h/317H 120v/121V Pos: standing >
You get a tightly wrapped vellum scroll named 'Fix' from a lion-skin backpack.

< 317h/317H 120v/121V Pos: standing >
You get a tightly wrapped vellum scroll named 'Fix' from a lion-skin backpack.

< 317h/317H 120v/121V Pos: standing >

< 317h/317H 120v/121V Pos: standing >
Ok.

< 317h/317H 120v/121V Pos: standing >
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.

< 317h/317H 120v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An commoner walks the road, intent on his destination.

< 317h/317H 119v/121V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.
A small dog sniffs the ground.

< 317h/317H 118v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 317h/317H 117v/121V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 317h/317H 116v/121V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 317h/317H 115v/121V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -West #

< 317h/317H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 115v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 317h/317H 115v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -South# -West 
An agitated commoner walks the road.

< 317h/317H 114v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 317h/317H 113v/121V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 

< 317h/317H 112v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 317h/317H 112v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 317h/317H 111v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 111v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 112v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 112v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 317h/317H 111v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 

< 317h/317H 110v/121V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 317h/317H 110v/121V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 317h/317H 109v/121V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 317h/317H 108v/121V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 

< 317h/317H 107v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 108v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 108v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 108v/121V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South

< 317h/317H 107v/121V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 317h/317H 107v/121V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 

< 317h/317H 106v/121V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 317h/317H 105v/121V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 

< 317h/317H 105v/121V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 317h/317H 104v/121V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East  -West 

< 317h/317H 103v/121V Pos: standing >
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West 

< 317h/317H 102v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 103v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 104v/121V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East  -South

< 317h/317H 103v/121V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East  -West 
A greyish stone wall is here to the east.
A LARGE earth elemental stands here, looking like a living rock. (minion) 
A large Xorn stands here, three arms flailing. (minion) 

< 317h/317H 102v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 102v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 103v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 103v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 103v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 104v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 104v/121V Pos: standing >
Someone completes his spell...
Someone utters the words 'qaiyjcandus ofzahzf zrzwunsohar'
A HUGE stone golem forms from a HUGE chunk of earth!
A HUGE stone golem suddenly attacks someone!
A Drow Elf snaps into visibility.
A HUGE stone golem's crush wounds a Drow Elf.
Oof! You bump into a greyish stone wall...

< 317h/317H 104v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 104v/121V Pos: standing >
A HUGE stone golem's skin seems to turn to stone.
Oof! You bump into a greyish stone wall...

< 317h/317H 105v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 105v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 105v/121V Pos: standing >
Oof! You bump into a greyish stone wall...

< 317h/317H 105v/121V Pos: standing >
Along a Game Trail
Obvious exits: -East  -West 
A greyish stone wall is here to the east.
A HUGE stone golem stands here, fighting a Drow Elf.
A LARGE earth elemental stands here, looking like a living rock. (minion) 
A large Xorn stands here, three arms flailing. (minion) 
A Drow Elf (medium) FeRMEntaTIOn-OvERLord Brewed in Blood stands in mid-air here, fighting a HUGE stone golem.

< 317h/317H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 317h/317H 106v/121V Pos: standing >
You attempt to flee...
Oof! You bump into a greyish stone wall...
You couldn't escape!

< 317h/317H 107v/121V Pos: standing >
A Drow Elf gives an order to his followers.
You dodge a bash from a LARGE earth elemental, who loses its balance and falls.
You are knocked to the ground by a large xorn's mighty bash!

< 313h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 -=[A large xorn's fine crush strikes you.]=-
You miss a LARGE earth elemental.

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 A Drow Elf misses a HUGE stone golem.
A Drow Elf misses a HUGE stone golem.

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 A HUGE stone golem's impressive crush wounds a Drow Elf.
A Drow Elf's platinum crown encrusted with emeralds [poor] was damaged from the massive blow!
A HUGE stone golem's fine crush wounds a Drow Elf.
A HUGE stone golem whacks a Drow Elf in the side with a sound kick.

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 A HUGE stone golem is dead! R.I.P.
You feel a carnal satisfaction as a HUGE stone golem's gurgling and choking signals its demise.
A HUGE stone golem moves to a different position.
A HUGE stone golem crumbles to dust.

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 A Drow Elf attempts to flee.
Oof! a Drow Elf bumps into a greyish stone wall...
A Drow Elf tries to flee, but can't make it out of here!

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 You miss a LARGE earth elemental.
Oof! a Drow Elf bumps into a greyish stone wall...

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 A Drow Elf starts casting a spell.

< 302h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 -=[A LARGE earth elemental's fine crush strikes you.]=-

< 292h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: large kne EP: excellent >
 -=[A large xorn's fine crush strikes you.]=-
-=[A large xorn's fine crush strikes you.]=-

< 269h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large kne EP: excellent >
 You clamber to your feet.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'xarr ay ghaiz'
But you are a member of no group?!

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 You miss a LARGE earth elemental.
Pardon?

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 You do not see that item here.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 You do not see or have the corpse.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 You do not see or have the corpse.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 269h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large kne EP: excellent >
 A LARGE earth elemental rises to its feet.
-=[A LARGE earth elemental's decent crush wounds you.]=-
-=[A LARGE earth elemental's decent crush wounds you.]=-
Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 The night has begun.
You dodge a large xorn's vicious attack.
You dodge a large xorn's vicious attack.
Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: small wounds E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Drow Elf gives an order to his followers.
You are knocked to the ground by a LARGE earth elemental's mighty bash!
You dodge a bash from a large xorn, who loses its balance and falls.

< 249h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large sta EP: excellent >
 You miss a LARGE earth elemental.

< 249h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: large sta EP: excellent >
 -=[A LARGE earth elemental's crush strikes you.]=-
-=[A LARGE earth elemental's fine crush strikes you.]=-

< 228h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 -=[A large xorn's fine crush strikes you.]=-
-=[A large xorn's fine crush strikes you.]=-

< 205h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 A Drow Elf starts casting an offensive spell.

< 205h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 You miss a LARGE earth elemental.

< 205h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: large sta EP: excellent >
 A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
OUCH!  That really did HURT!

< 150h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: nasty wounds E: large sta EP: excellent >
 A Drow Elf snaps into visibility.

< 150h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: nasty wounds E: large sta EP: excellent >
 A large xorn clambers to its feet.
Sorry, you aren't allowed to do that in combat.

< 150h/317H 108v/121V Pos: sitting >
< T: Jelli TP: sit TC: nasty wounds E: large sta EP: excellent >
 You scramble madly to your feet!

< 150h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 A Drow Elf snaps into visibility.
You dodge a LARGE earth elemental's vicious attack.
-=[A LARGE earth elemental's decent crush strikes you.]=-
Sorry, you aren't allowed to do that in combat.

< 143h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: nasty wounds E: large sta EP: excellent >
 A Drow Elf snaps into visibility.
-=[Green slime eats away at your skin!]=-
-=[A large xorn's decent crush strikes you.]=-
-=[A large xorn's impressive crush strikes you very hard.]=-
Sorry, you aren't allowed to do that in combat.

< 93h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
A Drow Elf snaps into visibility.
OUCH!  That really did HURT!
A LARGE earth elemental dodges your futile attack.
Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Drow Elf snaps into visibility.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 You are already standing.

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 But you are a member of no group?!

< 58h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC:pretty hurt E: large sta EP: excellent >
 A Drow Elf snaps into visibility.
-=[Green slime eats away at your skin!]=-
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.

< 35h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: awful E: large sta EP: excellent >
 A Drow Elf snaps into visibility.
-=[Green slime eats away at your skin!]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.

< 12h/317H 108v/121V Pos: standing >
< T: Jelli TP: sta TC: awful E: large sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf completes his spell...
A Drow Elf utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Drow Elf striking you full on!
A Drow Elf snaps into visibility.