The death of [28 Shaman] Mussa *-* The Clan *-* (Orc)

in Wild Rapid

from the perspective of [28 Shaman] Mussa *-* The Clan *-* (Orc)

<worn on head>       a human-made cured leather crown
<worn on face>       a face of half-rotted bark [superior]
<worn around neck>   a string of duergar dwarf ears of endurance
<worn about body>    a royal robe garb lined with gold
<worn about waist>   a toolbelt with ingredient pouches [poor]
<worn on belt buckle>a mist viper venom sac
<worn on arms>       a pair of leather sleeves
<worn around wrist>  a bracelet of ivory [superior]
<worn around wrist>  a bracelet of ivory [poor]
<worn on hands>      some soft white gloves [poor]
<held>               a squat obsidian totem
<worn on feet>       a pair of forest walking boots [superior]

Jubei gets some stylish leather gloves from the corpse of Aziz.
Jubei gets an unique flesh pendant from the Forest City of Aravne from the corpse of Aziz.
Jubei gets a metal ring from the corpse of Aziz.
Jubei gets a bunch of stuff from the corpse of Aziz.

< 363h/363H 185v/186V Pos: standing >
A drunk minotaur enters from the west.

< 363h/363H 186v/186V Pos: standing >
You attempt to give consent...

< 363h/363H 186v/186V Pos: standing >
You quickly scan the area.
A drunken minotaur who is close by to your east.
A drunken minotaur who is close by to your east.
Syrm who is close by to your east.
Jubei puts a bunch of stuff into a rugged adventurers satchel.

< 363h/363H 186v/186V Pos: standing >
Jubei gets a small diamond ring from the corpse of Aziz.
Jubei gets a rugged adventurers satchel from the corpse of Aziz.
Jubei gets some stuff from the corpse of Aziz.

< 363h/363H 186v/186V Pos: standing >
You gag in disgust.

< 363h/363H 186v/186V Pos: standing >
The Commonroom of the Brawling Foot Inn
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
The corpse of a Human is lying here.
A drunk minotaur staggers about.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.

< 363h/363H 186v/186V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.
It appears to be the corpse of Aziz.
Nothing.

< 363h/363H 186v/186V Pos: standing >
Jubei puts some stuff into a rugged adventurers satchel.

< 363h/363H 186v/186V Pos: standing >

< 363h/363H 186v/186V Pos: standing >
You are now a member of Jubei's group.

< 363h/363H 186v/186V Pos: standing >
A Barbarian enters from the west.

< 363h/363H 186v/186V Pos: standing >
Jubei leaves west.
You follow Jubei.

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 few coins lie scattered here.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.

< 363h/363H 185v/186V Pos: standing >
Jubei gets a few coins.

< 363h/363H 185v/186V Pos: standing >
A Barbarian enters from the east.

< 363h/363H 185v/186V Pos: standing >

< 363h/363H 185v/186V Pos: standing >
A Barbarian opens the door.

< 363h/363H 185v/186V Pos: standing >
A Barbarian leaves west.

< 363h/363H 185v/186V Pos: standing >

< 363h/363H 185v/186V Pos: standing >
Jubei opens the door.

< 363h/363H 185v/186V Pos: standing >
Jubei leaves west.
You follow Jubei.

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 few coins lie scattered here.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Barbarian (large)  The Resistance stands in mid-air here.
A huge grey ape swings lumbers through here with stern confidence.

< 363h/363H 184v/186V Pos: standing >
You gag in disgust.

< 363h/363H 184v/186V Pos: standing >
A Barbarian suddenly looks a bit dumb, and madly slams _YOU_!
The world starts spinning, and your ears are ringing!

< 355h/363H 185v/186V Pos: on your ass >
Jubei suddenly attacks a Barbarian!
Jubei's weak slash grazes a Barbarian.

< 355h/363H 185v/186V Pos: on your ass >
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's crush strikes you.]=-
-=[A Barbarian's crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-

< 303h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP: few scratches >
 A Barbarian dodges your futile attack.
Jubei fails miserably in his attempt to rescue you.

< 303h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP: few scratches >
 A Barbarian dodges Jubei's attack.
A Barbarian parries Jubei's lunge at him.
A Barbarian dodges Jubei's attack.

< 303h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP: few scratches >
 Jubei headbutts a Barbarian, but apparently a Barbarian got the best of him.

< 303h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP: few scratches >
 The world stops spinning.
You miss a Barbarian.
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-

< 252h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: few wounds E: A Barbarian sta EP: few scratches >
 Jubei misses a Barbarian.
Jubei misses a Barbarian.
Jubei misses a Barbarian.

< 252h/363H 185v/186V Pos: on your ass >
< T: Mussa TP: ass TC: few wounds E: A Barbarian sta EP: few scratches >
 You clamber to your feet.

< 252h/363H 185v/186V Pos: standing >
< T: Mussa TP: sta TC: few wounds E: A Barbarian sta EP: few scratches >
 You attempt to flee...
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   
You flee eastward!

< 252h/363H 161v/186V 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 -East  -South -West 
A few coins lie scattered here.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here, fighting a Barbarian.
A Barbarian (large)  The Resistance stands in mid-air here.
A huge grey ape swings lumbers through here with stern confidence.

< 252h/363H 163v/186V 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 agitated commoner walks the road.
A huge grey ape swings lumbers through here with stern confidence.

< 252h/363H 162v/186V 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.

< 252h/363H 162v/186V Pos: standing >
You start chanting...

< 252h/363H 163v/186V Pos: standing >
Casting: mending **

< 252h/363H 165v/186V Pos: standing >
Casting: mending *

< 252h/363H 167v/186V Pos: standing >
Casting: mending 

< 253h/363H 168v/186V Pos: standing >
An agitated minotaur enters from the east.
You complete your spell...
You is surrounded by a glowing green aura!

< 313h/363H 169v/186V Pos: standing >
You start chanting...
You feel your skill in quick chant improving.

< 313h/363H 170v/186V Pos: standing >
You complete your spell...
You is surrounded by a glowing green aura!

< 363h/363H 173v/186V 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 
A huge grey ape swings lumbers through here with stern confidence.
A huge grey ape swings lumbers through here with stern confidence.

< 363h/363H 174v/186V 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 -East  -South -West 
A few coins lie scattered here.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Barbarian (large)  The Resistance stands with a stunned look in mid-air here.

< 363h/363H 174v/186V Pos: standing >
You start chanting...

< 363h/363H 174v/186V Pos: standing >
Casting: molten spray 

< 363h/363H 176v/186V Pos: standing >
You complete your spell...
You point at a Barbarian.
[Damage: 56 ] Your blast of molten spray slams into a Barbarian, burning holes into his flesh.

< 363h/363H 176v/186V Pos: standing >
A Barbarian leaves south.

< 363h/363H 177v/186V Pos: standing >
You failed.

< 363h/363H 178v/186V Pos: standing >

< 363h/363H 180v/186V Pos: standing >
Jubei leaves south.
You follow Jubei.

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 
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Firbolg (huge)  The Resistance stands, floating here.
A huge grey ape swings lumbers through here with stern confidence.
A huge grey ape swings lumbers through here with stern confidence.

< 363h/363H 180v/186V Pos: standing >
A Firbolg leaves north.

< 363h/363H 181v/186V Pos: standing >
Jubei leaves south.
You follow Jubei.

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.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Barbarian (large)  The Resistance stands in mid-air here.

< 363h/363H 181v/186V Pos: standing >
Jubei leaves north.
You follow Jubei.

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 
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Firbolg (huge)  The Resistance stands, floating here.
A huge grey ape swings lumbers through here with stern confidence.
A huge grey ape swings lumbers through here with stern confidence.

< 363h/363H 181v/186V Pos: standing >
Jubei leaves north.
You follow Jubei.

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 few coins lie scattered here.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.

< 363h/363H 180v/186V Pos: standing >
Jubei leaves south.
You follow Jubei.

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 
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A huge grey ape swings lumbers through here with stern confidence.
A huge grey ape swings lumbers through here with stern confidence.

< 363h/363H 181v/186V Pos: standing >
Jubei leaves south.
You follow Jubei.

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.
Jubei Spawn *-* The Clan *-* (Troll)(large) stands, floating here.
A Firbolg (huge)  The Resistance stands, floating here.
A Barbarian (large)  The Resistance stands in mid-air here.
A Barbarian suddenly looks a bit dumb, and madly slams _YOU_!

< 355h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC:few scratches E: A Barbarian sta EP:  small wounds >
 Jubei leaves south.

< 355h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC:few scratches E: A Barbarian sta EP:  small wounds >
 -=[A Barbarian's crush strikes you.]=-
-=[A Barbarian's crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-

< 302h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 You miss a Barbarian.

< 302h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 A Firbolg suddenly attacks YOU!
-=[A Firbolg's powerful slash strikes you.]=-

< 281h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 Jubei enters from the south.

< 281h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 Jubei misses a Firbolg.

< 281h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 Jubei's weak slash grazes a Firbolg.
Jubei's weak slash grazes a Firbolg.
A Firbolg barely blocks Jubei's lunge at him.

< 281h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: small wounds E: A Barbarian sta EP:  small wounds >
 -=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's crush strikes you.]=-
-=[A Barbarian's mighty crush strikes you very hard.]=-

< 214h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: few wounds E: A Barbarian sta EP:  small wounds >
 A Barbarian parries your futile lunge at him.

< 214h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: few wounds E: A Barbarian sta EP:  small wounds >
 Jubei is knocked to the ground by a Firbolg's mighty bash!

< 214h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: few wounds E: A Barbarian sta EP:  small wounds >
 -=[A Firbolg's slash strikes you very hard.]=-
-=[A Firbolg's powerful slash strikes you very hard.]=-

< 164h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: nasty wounds E: A Barbarian sta EP:  small wounds >
 Jubei misses a Firbolg.
Jubei misses a Firbolg.

< 164h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC: nasty wounds E: A Barbarian sta EP:  small wounds >
 You miss a Barbarian.
-=[A Barbarian's impressive crush strikes you.]=-
-=[A Barbarian's impressive crush strikes you hard.]=-
-=[A Barbarian's crush strikes you hard.]=-
-=[A Barbarian's crush strikes you very hard.]=-

< 108h/363H 181v/186V Pos: on your ass >
< T: Mussa TP: ass TC:pretty hurt E: A Barbarian sta EP:  small wounds >
 You clamber to your feet.

< 108h/363H 181v/186V Pos: standing >
< T: Mussa TP: sta TC:pretty hurt E: A Barbarian sta EP:  small wounds >
 You attempt to flee...
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 
You flee eastward!

< 108h/363H 156v/186V 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.
Jubei Spawn *-* The Clan *-* (Troll)(large) sits, floating here, fighting a Firbolg.
A Firbolg (huge)  The Resistance stands, floating here.
A Barbarian (large)  The Resistance stands in mid-air here.

< 108h/363H 156v/186V 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

< 108h/363H 155v/186V 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
A young ape swings through the jungle and leaps across the rocks.

< 108h/363H 155v/186V 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 

< 108h/363H 154v/186V 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 #
A Barbarian enters from the east.

< 108h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 155v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 155v/186V Pos: standing >
Alas, you cannot go that way. . . .
A Barbarian leaves north.

< 108h/363H 155v/186V 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 
An agitated commoner walks the road.

< 108h/363H 155v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 155v/186V 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 

< 108h/363H 154v/186V Pos: standing >
The door seems to be closed.

< 108h/363H 155v/186V 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 

< 108h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 155v/186V 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 
An commoner walks the road, intent on his destination.

< 108h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 108h/363H 154v/186V 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 

< 108h/363H 154v/186V Pos: standing >
An commoner enters from the west.
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 

< 108h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 154v/186V 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

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 154v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 155v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 155v/186V 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 

< 109h/363H 154v/186V 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 

< 109h/363H 154v/186V 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 

< 109h/363H 153v/186V 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 

< 109h/363H 152v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 153v/186V 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 

< 109h/363H 152v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .
A Firbolg enters from the west.
A Barbarian enters from the west.

< 109h/363H 153v/186V Pos: standing >
Alas, you cannot go that way. . . .
You are knocked to the ground by a Barbarian's mighty bash!

< 92h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 -=[A Barbarian's impressive crush strikes you very hard.]=-
-=[A Barbarian's fine crush strikes you hard.]=-

< 71h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 Jubei enters from the west.
A Firbolg suddenly attacks YOU!
A Firbolg misses you.

< 71h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 A Githzerai enters from the north.

< 71h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 A Barbarian blocks your futile lunge at him.

< 71h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 The taste of blood slowly fades from your body.

< 71h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC:pretty hurt E: A Barbarian sta EP: excellent >
 -=[A Barbarian's crush seriously wounds you.]=-
-=[A Barbarian's powerful crush enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 
< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 
< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 You dodge a bash from a Firbolg, who loses his balance and falls.

< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 Jubei leaves north.

< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 A Firbolg misses you.

< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 35h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
You suddenly see a Barbarian's foot in your chest.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 13h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 A Barbarian blocks your futile lunge at him.
Sorry, you aren't allowed to do that in combat.

< 13h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 A horrible pain wracks your brain!
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.

< 1h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1h/363H 154v/186V Pos: sitting >
< T: Mussa TP: sit TC: awful E: A Barbarian sta EP: excellent >
 You clamber to your feet.

< 1h/363H 154v/186V Pos: standing >
< T: Mussa TP: sta TC: awful E: A Barbarian sta EP: excellent >
 You attempt to flee...
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
Puddles of fresh blood cover the ground.
A small snake swims in the swamp.
You flee northward!

< 1h/363H 124v/186V 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 few drops of fresh blood are scattered around the area.
A small snake swims in the swamp.

< 1h/363H 124v/186V 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 

< 1h/363H 123v/186V 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.

< 1h/363H 123v/186V 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 

< 1h/363H 122v/186V Pos: standing >
You rediscover the law of gravity...
...the hard way!

< 1h/363H 122v/186V Pos: standing >
You land with stunning force!
[Damage:  7 ] You feel your pulse begin to slow and you realize you are mortally wounded...
The world starts spinning, and your ears are ringing!

< -6h/363H 123v/186V Pos: kneeling >
You are in pretty bad shape, unable to do anything!

< -6h/363H 123v/186V Pos: kneeling >
The world stops spinning.

< -6h/363H 123v/186V Pos: kneeling >

< -6h/363H 123v/186V Pos: on your ass >

		Score information for Mussa

Level: 28   Race: Orc   Class: Shaman Sex: Male
Hit points: -6(363)  Moves: 123(186)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  260 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 20 hours/ 16 minutes
Received data: 0.0180 MB this session.
Send data:     0.0002 MB this session.
Compression ratio: 76%
Title: Spawn *-* The Clan *-*
Group Leader: Jubei
Status:  Bleeding to death.
Epic points(total): 4(4)
Epic Bonus: Experience Bonus (0.03%)
Frags:   +0.00   Deaths:   6
Consenting: Jubei
Enchantments:    Ultravision Armor Aware
Bartender Quests Remaining: 8
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  279 

Active Spells:
--------------
pantherspeed (8 minutes)
spirit armor (19 minutes)
fire ward (22 minutes)
cold ward (22 minutes)


< -6h/363H 123v/186V Pos: on your ass >

< -6h/363H 123v/186V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -6h/363H 123v/186V Pos: on your ass >