The death of [29 Conjurer] Aziz The Resistance (Human)

in The Commonroom of the Brawling Foot Inn

from the perspective of [29 Conjurer] Aziz The Resistance (Human)

<worn as a badge>    a long elegant peacock feather (illuminating)
<worn in ear>        a sparkling earring [superior] (magic) (glowing)
<worn on face>       some stretched illithid skin (magic)
<worn around neck>   an unique flesh pendant from The Forest City of Aravne
<worn around neck>   some lily pads (illuminating)
<worn on body>       a red demon hide
<worn about body>    Okhell's glorious cloak (magic)
<worn about waist>   a moneychangers belt [poor] (magic)
<worn on belt buckle>a spellbook
<attached to belt>   a spellbook
<worn on arms>       a pair of sleeves woven from mist
<held as shield>     a boreal steel buckler from Morg's Place
<worn around wrist>  some lily pads (illuminating)
<worn around wrist>  some lily pads (illuminating)
<worn on hands>      some stylish leather gloves
<worn on finger>     a small diamond ring (magic)
<worn on finger>     a metal ring
<primary weapon>     an amber-colored rod
<worn on feet>       some pathfinders boots [poor] (magic)

   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 
A water elemental enters from the east.

< 272h/272H 56v/132V Pos: standing >

< 272h/272H 56v/132V Pos: standing >
You quickly scan the area.
A small snake who is rather far off to your east.

< 272h/272H 57v/132V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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
A water elemental enters from the south.

< 272h/272H 57v/132V Pos: standing >

< 272h/272H 58v/132V Pos: standing >
You quickly scan the area.
You see nothing.

< 272h/272H 58v/132V Pos: standing >
You quickly scan the area.
You see nothing.

< 272h/272H 60v/132V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 
A water elemental enters from the south.

< 272h/272H 60v/132V Pos: standing >
You quickly scan the area.
An commoner who is a brief walk away to your west.

< 272h/272H 60v/132V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 
A water elemental enters from the east.

< 272h/272H 61v/132V Pos: standing >

< 272h/272H 61v/132V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your west.
An agitated minotaur who is in the distance to your west.

< 272h/272H 62v/132V Pos: standing >

<map>
Zone: Nax.
Room: An Intersection of Roads
</map>
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 
A water elemental enters from the east.

< 272h/272H 62v/132V Pos: standing >

< 272h/272H 63v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.
An agitated minotaur who is in the distance to your north.
An commoner who is in the distance to your north.
An commoner who is close by to your west.
An agitated minotaur who is rather far off to your west.

< 272h/272H 63v/132V Pos: standing >

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 
A water elemental enters from the south.

< 272h/272H 66v/132V Pos: standing >

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 
An agitated commoner walks the road.
A water elemental enters from the south.

< 272h/272H 66v/132V Pos: standing >

< 272h/272H 66v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
An commoner who is rather far off to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your west.

< 272h/272H 67v/132V Pos: standing >

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East  -South -West 
A water elemental enters from the south.

< 272h/272H 67v/132V Pos: standing >

<map>
Zone: Nax.
Room: Before the Warrior Brigade
</map>
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West 
A water elemental enters from the south.

< 272h/272H 67v/132V Pos: standing >

< 272h/272H 67v/132V Pos: standing >

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
A water elemental enters from the south.

< 272h/272H 67v/132V Pos: standing >

< 272h/272H 67v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
An commoner who is close by to your north.
An agitated minotaur who is a brief walk away to your south.

< 272h/272H 68v/132V Pos: standing >

<map>
Zone: Nax.
Room: Before a Large Building
</map>

<map>
Zone: Nax.
Room: Before a Large Building
</map>
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East  -South
An agitated commoner walks the road.
An commoner walks the road, intent on his destination.
A water elemental enters from the south.

< 272h/272H 68v/132V Pos: standing >
The door seems to be closed.

< 272h/272H 69v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
An agitated minotaur who is rather far off to your south.

< 272h/272H 70v/132V Pos: standing >
Ok.

< 272h/272H 74v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your east.
An agitated minotaur who is rather far off to your south.

< 272h/272H 75v/132V Pos: standing >
Ok.

< 272h/272H 77v/132V Pos: standing >

<map>
Zone: Nax.
Room: Bloody Brick Way
</map>
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South
A water elemental enters from the north.

< 272h/272H 77v/132V Pos: standing >

<map>
Zone: Nax.
Room: Before the Warrior Brigade
</map>
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East # -South -West 
A water elemental enters from the north.

< 272h/272H 76v/132V Pos: standing >

< 272h/272H 77v/132V Pos: standing >
Ok.

< 272h/272H 78v/132V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.
An commoner who is not far off to your north.
An agitated minotaur who is not far off to your south.
A huge grey ape who is rather far off to your west.
An agitated minotaur who is rather far off to your west.
An commoner who is in the distance to your west.

< 272h/272H 79v/132V Pos: standing >

<map>
Zone: Nax.
Room: A Narrow Staircase
</map>
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West  -Down 
A piece of bamboo from the legendary everbloom forest has been left here. (magic) (glowing)
A large wooden torch has been discarded here.
A water elemental enters from the west.

< 272h/272H 79v/132V Pos: standing >

< 272h/272H 80v/132V Pos: standing >
You quickly scan the area.
A huge grey ape who is in the distance to your west.
An agitated minotaur who is in the distance to your west.

< 272h/272H 80v/132V Pos: standing >

<map>
Zone: Nax.
Room: Before the Warrior Brigade
</map>
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East  -South -West 
A water elemental enters from the east.

< 272h/272H 85v/132V Pos: standing >

< 272h/272H 86v/132V Pos: standing >
Ok.

< 272h/272H 86v/132V Pos: standing >

<map>
Zone: Nax.
Room: Street of the Lost Warrior
</map>
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -North -East  -West 
A water elemental enters from the east.

< 272h/272H 87v/132V Pos: standing >

<map>
Zone: Nax.
Room: Street of the Lost Warrior
</map>
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East  -South -West 
A water elemental enters from the east.

< 272h/272H 87v/132V Pos: standing >

< 272h/272H 87v/132V Pos: standing >

< 272h/272H 90v/132V Pos: standing >

<map>
Zone: Nax.
Room: Street of the Lost Warrior
</map>
Street of the Lost Warrior
   The cows that traverse this road avoid confronting one another, the ones
that do stop and talk compare battlescars with one another and talk of battles,
glory, fortune, and fame. Most of the cows have multiple battlescars on their
face and arms alike, displaying them as they would medals. The street has been
made of stone blocks suitable for travelling. A building or two lay off towards
the east while a forest of sorts looms over the few buildings toward the east.
Grass overruns much of the ground off the road, and within the forest the
sounds of animal life are present, as well as raised cow voices shouting.
Obvious exits: -East  -West 
A water elemental enters from the east.

< 272h/272H 89v/132V Pos: standing >

< 272h/272H 90v/132V Pos: standing >
Alas, you cannot go that way. . . .

< 272h/272H 91v/132V Pos: standing >

<map>
Zone: Nax.
Room: A Town Center
</map>

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

< 272h/272H 91v/132V Pos: standing >

< 272h/272H 92v/132V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

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

< 272h/272H 91v/132V Pos: standing >

< 272h/272H 92v/132V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
A huge grey ape who is close by to your south.
A young ape who is not far off to your south.
An agitated minotaur who is in the distance to your south.
Gonx who is close by to your west.

< 272h/272H 93v/132V Pos: standing >

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

< 272h/272H 93v/132V Pos: standing >

< 272h/272H 93v/132V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your south.
A huge grey ape who is not far off to your south.
A young ape who is a brief walk away to your south.
A huge grey ape who is close by to your west.
Brukish who is close by to your west.

< 272h/272H 94v/132V Pos: standing >
A huge grey ape enters from the west.

< 272h/272H 95v/132V Pos: standing >
Ok.

< 272h/272H 96v/132V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
Your local drug dealer who is close by to your east.
A drunk minotaur who is not far off to your east.
A Troll who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
An agitated minotaur who is close by to your south.
A huge grey ape who is not far off to your south.
A young ape who is a brief walk away to your south.
Brukish who is close by to your west.

< 272h/272H 97v/132V Pos: standing >

< 272h/272H 98v/132V Pos: standing >

< 272h/272H 99v/132V Pos: standing >
A Troll enters from the east.

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   
Your local dealer peers at you.
A water elemental enters from the west.

< 272h/272H 101v/132V Pos: standing >

< 272h/272H 102v/132V Pos: standing >
Pardon?

< 272h/272H 102v/132V Pos: standing >

< 272h/272H 103v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A drunk minotaur staggers about.
A water elemental enters from the west.

< 272h/272H 103v/132V Pos: standing >

< 272h/272H 103v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
A water elemental enters from the west.

< 272h/272H 108v/132V Pos: standing >
Ok.

< 272h/272H 108v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A drunk minotaur staggers about.
A water elemental enters from the east.

< 272h/272H 109v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
A Troll (large) Spawn *-* The Clan *-* stands, floating here.
Your local dealer peers at you.
A water elemental enters from the east.

< 272h/272H 109v/132V Pos: standing >
A Troll leaves east.

<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>

<map>
Zone: Nax.
Room: A Grimney Sleeping Chamber
</map>
A Grimney Sleeping Chamber
   Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down 
Grym, the innkeeper, sits on his stool.
A water elemental enters from below.

< 272h/272H 108v/132V Pos: standing >

< 272h/272H 109v/132V Pos: standing >
Ok.

< 272h/272H 110v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
A Troll (large) Spawn *-* The Clan *-* stands, floating here.
Your local dealer peers at you.
A water elemental enters from above.

< 272h/272H 111v/132V Pos: standing >
Ok.
A Troll withstands a bash from a water elemental, who bounces back and falls.

< 272h/272H 111v/132V Pos: standing >
A Troll's slash strikes a water elemental.
A Troll's powerful slash strikes a water elemental.
A Troll's slash strikes a water elemental very hard.
A Troll turns to focus his attack on you!

< 272h/272H 112v/132V Pos: standing >
The door seems to be closed.

< 272h/272H 120v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

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

< 272h/272H 119v/132V Pos: standing >

< 272h/272H 120v/132V Pos: standing >
You failed.

< 272h/272H 122v/132V Pos: standing >
A Troll enters from the west.

< 272h/272H 123v/132V Pos: standing >
A Troll tries to tackle you and misses completely, making a nice dent in his forehead and the ground!

< 272h/272H 125v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Tavern
</map>
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 272h/272H 124v/132V Pos: standing >

< 272h/272H 125v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A Troll (large) Spawn *-* The Clan *-* is lying, floating here.
A drunk minotaur staggers about.

< 272h/272H 125v/132V Pos: standing >

< 272h/272H 125v/132V Pos: standing >
Pardon?

< 272h/272H 129v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
A water elemental is lying here. (minion) 
Your local dealer peers at you.

< 272h/272H 131v/132V Pos: standing >

< 272h/272H 131v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A Troll (large) Spawn *-* The Clan *-* is lying, floating here.
A drunk minotaur staggers about.

< 272h/272H 130v/132V Pos: standing >

< 272h/272H 130v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Brawling Foot Inn
</map>
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West # -Up   
A water elemental is lying here. (minion) 
Your local dealer peers at you.

< 272h/272H 130v/132V Pos: standing >

< 272h/272H 131v/132V Pos: standing >
A water elemental clambers to its feet.

< 272h/272H 132v/132V Pos: standing >

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>

<map>
Zone: Nax.
Room: The Commonroom of the Brawling Foot Inn
</map>
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 
A Troll (large) Spawn *-* The Clan *-* is lying, floating here.
A drunk minotaur staggers about.
A water elemental enters from the west.

< 272h/272H 131v/132V Pos: standing >

< 272h/272H 131v/132V Pos: standing >
Ok.
A Troll avoids being bashed by a water elemental, who loses its balance and falls.

< 272h/272H 131v/132V Pos: standing >
A Troll clambers to his feet.

< 272h/272H 131v/132V Pos: standing >
A Troll attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
Out of nowhere, a Troll stabs you in the back.

< 271h/272H 131v/132V Pos: standing >
< T: Aziz TP: sta TC:few scratches E: A Troll sta EP: excellent >
 
< 271h/272H 131v/132V Pos: standing >
< T: Aziz TP: sta TC:few scratches E: A Troll sta EP: excellent >
 Everything is blurry after a Troll's head came crashing into your skull.
OUCH!  That really did HURT!
CRASSSHHHH!  Your head is pulsating, the world around you suddenly becomes black.

< 232h/272H 131v/132V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 232h/272H 131v/132V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 232h/272H 131v/132V Pos: on your ass >
Autosaving...

< 233h/272H 132v/132V Pos: on your ass >

< 234h/272H 132v/132V Pos: on your ass >

< 235h/272H 132v/132V Pos: on your ass >
Being knocked unconscious strictly limits what you can do.

< 236h/272H 132v/132V Pos: on your ass >

< 237h/272H 132v/132V Pos: on your ass >

< 157h/272H 132v/132V Pos: on your ass >

< 79h/272H 132v/132V Pos: on your ass >
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!

< 0h/272H 132v/132V Pos: on your ass >
The world seems to come back into focus.

< 0h/272H 132v/132V Pos: on your ass >
You scramble madly to your feet!

< 0h/272H 132v/132V Pos: standing >
Out of nowhere, a Troll stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
If you could get more stunned you would.
You try to overcome your woozy feeling.

< -2h/272H 132v/132V Pos: standing >
< T: Aziz TP: sta TC: awful E: A Troll sta EP: excellent >
 
< -2h/272H 132v/132V Pos: standing >
< T: Aziz TP: sta TC: awful E: A Troll sta EP: excellent >
 You try to overcome your woozy feeling.

< -2h/272H 132v/132V Pos: standing >
< T: Aziz TP: sta TC: awful E: A Troll sta EP: excellent >
 You score a CRITICAL HIT!!!!!
[Damage:  2 ] Your decent crush grazes a Troll.

< -2h/272H 132v/132V Pos: standing >
< T: Aziz TP: sta TC: awful E: A Troll sta EP: few scratches >
 You try to overcome your woozy feeling.

< -2h/272H 132v/132V Pos: standing >
< T: Aziz TP: sta TC: awful E: A Troll sta EP: few scratches >
 A Troll's exploding headbutt relieves you of your duties in life.
Your mithril tiara was completely destroyed by the massive blow!