<worn on head> a wooden helmet covered in leaves
<worn on eyes> an eyepatch of swirling shadows [superior] (glowing) [85%]
<worn in ear> a bloody onyx ear stud [poor]
<worn on face> a stone mask [superior]
<worn about body> a deep hooded cloak of sorrow [40%]
<worn about waist> a shark-skin belt [superior]
<worn on belt buckle>a petrified bone shard [superior] (humming)
<attached to belt> a tome of wizardry
<attached to belt> a tome of sorcery
<worn on arms> some mantis sleeves
<worn around wrist> a lizard tail bracer (glowing)
<worn on finger> an enchanted ring of balor bone
<worn on finger> a ring of sorcerous power (glowing)
<held> a quill
<held> a spellbook
<worn on feet> the shoes of sprinting (glowing)
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
< 441h/441H 182v/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
< 441h/441H 181v/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
< 441h/441H 181v/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
< 441h/441H 180v/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
A small snake swims in the swamp.
< 441h/441H 180v/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
< 441h/441H 179v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 179v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 180v/186V Pos: standing >
You do not see that item here.
< 441h/441H 180v/186V Pos: standing >
A green linen bag contains:
[10] a green potion with black chunks
[10] a scroll of Numbla
[20] a dark misty potion
[2] a small pile of coins
[4] a cloudy elixir
[12] a large medicated bandage
[2] A scroll of curse removal (glowing)
< 441h/441H 182v/186V 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
< 441h/441H 183v/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 small snake swims in the swamp.
< 441h/441H 184v/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
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A large stone warhammer has been dropped here.
< 441h/441H 183v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 184v/186V Pos: standing >
< 441h/441H 185v/186V Pos: standing >
< 441h/441H 186v/186V Pos: standing >
< 441h/441H 186v/186V Pos: standing >
A Long Winding Trail of Mud
Obvious exits: -East -West
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A large stone warhammer has been dropped here.
< 441h/441H 186v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 186v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 186v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 186v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 186v/186V Pos: standing >
A small snake enters from the west.
Alas, you cannot go that way. . . .
< 441h/441H 186v/186V Pos: standing >
A small snake leaves east.
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.
*A small snake swims in the swamp.
< 441h/441H 185v/186V Pos: standing >
A Bend in a Trail
A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South
< 441h/441H 184v/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: -North -South
< 441h/441H 183v/186V Pos: standing >
A Cobblestone Road
The cobblestones that make up the road below are paved and allow wagons to
freely travel without difficulty. Much of the grass on either side of the road
had grown very long, creating a type of corridor made of grass. Off toward the
north lays nothing but grass land that is put to good use by the town's
mules and farmers. A large wheat feed has a few mules and a few slaves working
the wheat. The wheat is to be served to the army when they are out of town
because wheat does not spoil and fills the tummy quite nicely. Towards the
northeast however, a forest is looms. A river within the forest runs to the
south where some sort of depot of water must reside, like open sea.
Obvious exits: -North -South
< 441h/441H 182v/186V Pos: standing >
Before a Forest
The cobblestones that make up the road are no longer visible through the
overgrown weeds and grass. The few that are visible are overturned and only
make travelling that much more difficult. It is obvious that the cows have
little concern about maintaining the roads. The sounds of forest life are
filling the air alongside the crack of a wipe from the far to the west. The
trees within the forest look very ancient and numerous. It is difficult to
look within the forest for the trees block out most of the sunlight. A few
of them are, however, uprooted and serve no other purpose than taking up space.
Obvious exits: -East -South -West #
A commoner walks toward his destination.
< 441h/441H 181v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 182v/186V Pos: standing >
A Steep Slope
The slope leads down and to the west from here. Up above to the north a
stream is visible as it runs downhill. A forest looms on either side of the
river, however, there is a small plateau before the forest. The small
cobblestone road on the road breaks up a bit to the north, for it is due for
some reparation. Grass and overgrown weeds begin to take it over, making
travelling a little tedious. Beyond the forest, in some sort of grove, smoke
arises steadily. There must be some sort of settlement.
Obvious exits: -North -West
< 441h/441H 181v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 182v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 182v/186V Pos: standing >
A Small Plateau
This plateau stretches some distance before it reaches the forest to the
north east. The cobblestone road is in terrible need of restoration for the
weeds and grass have begun to overtake it, overturning stones in various spots.
There must be a minimal amount of activity this far out from town for the road
to be such a mess. A grove of some sort must reside within the forest, because
smoke arises in such a manner to suggest that it would be coming from a
chimney. The road breaks up and turns into a small trail just to the north.
Obvious exits: -North -South
< 441h/441H 181v/186V Pos: standing >
A Light Forest
A large outcropping of conipercus trees cover the area, creating a small
forest which provides shelter for several animals of the forest. The trees are
quite large however, most reaching over twenty feet tall. Their bark is an odd
color green and their branches twist themselves about like writhing serpents.
Brownish green leaves cover some of the trees, though even more are bare.
Despite the climate, these trees seem to fail to grow like the others of its
kind to the east. Perhaps some sort of poison or ghastly substance prevents
their bloom. Creatures are audible for they stir within the forest.
Obvious exits: -North -South
< 441h/441H 181v/186V Pos: standing >
Beginnings of a Cobblestone Road
Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the north to a center of shopping.
Obvious exits: -North -South
A commoner walks toward his destination.
< 441h/441H 180v/186V Pos: standing >
A Merchant's Intersection
A tremendous amount of area makes up the scenario. Huge caravans are lined
up side by side with many different merchants with their many different
valuables to trade. Everything from food to maps can be bought here. Swarms of
citizens gather to shop till they drop, pick pockets are also on the prowl.
They move in the shadows with amazing dexterity. A huge fountain lays dormant
in the center of all this, for no one cares to drink the muddy water which it
beholds. The area is quite messy with trash and equipment laying about scrapped
for junk. This are has become a depot for unwanted goods.
Obvious exits: -North -East -South
A large minotaur argues over some goods.
A stout duergar merchant haggles over some goods.
< 441h/441H 180v/186V Pos: standing >
A Withered Cobblestone Road
Huge city structures are now visible. Monumental statues tower above the
buildings, roof tops can not contain giving the view. Many cow's find this
section of their settlement awe inspiring and fills them with much pride.
Merchants of many races gather here it would seem, their voices are audible
amidst the crowds trying to draw attention to themselves. The road could fit
a good number of would be merchandisers. However, there are no caravans on
the path. The road opens up to the south to a center of shopping. To the east
a trail takes a turn toward the forest to the north east.
Obvious exits: -East -South
< 441h/441H 179v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 180v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 180v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 180v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 441h/441H 181v/186V Pos: standing >
Before a River
Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -North -West
< 441h/441H 180v/186V Pos: standing >
On a Wooden Bridge
The wooden bridge looks to have nearly succumbed to the elements. Years of
rain, snow, wind, and the sun look to have broken the elasticity and strength
of the bridge. A forest grove is visible just to the east, it's a very shallow
grove, however, it's impossible to see just what lays within it for a veil of
darkness surrounds it. To the south a small settlement is visible. Over the
horizon to the west a large tower looms, peaking over the trees just enough so
that it is possible to scout a large portion of the area to the east.
Obvious exits: -East -South
< 441h/441H 180v/186V Pos: standing >
A Forest Grove
Sunlight will never reach this shallow grove for a curse has been laid upon
it, a curse originating from the evil tower for which resides here. No one can
say just what kind of magic is at work here or for which purpose, however, it
is clear that nothing good can become of the power at work here. The animals of
the forest avoid this alcove for this tower for their senses are tuned in with
the natural order of things and the evil tower is anything but natural. During
most of the night, wolves howl at the tower. Most minotaurs avoid this tower,
and to those who trespass only one thing could possibly be expected, death. It
is questionable whether or not the cow's were the ones who built this, for not
much is known about it. None of those who dwell within mingle with their kin.
Obvious exits: -West
A tower of high sorcery blocks out all light.
< 441h/441H 179v/186V Pos: standing >
Pardon?
< 441h/441H 181v/186V Pos: standing >
Pardon?
< 441h/441H 183v/186V Pos: standing >
You enter a tower of high sorcery.
A Tower Base
Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
Obvious exits: -West -Up
< 441h/441H 185v/186V Pos: standing >
Second Level
Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East -Down
< 441h/441H 185v/186V Pos: standing >
The Chamber of the Archmage
This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
[4] An amber-colored metallic rod lies here.
[14] A small bandage rests upon the ground here.
[4] A warhammer with a sturdy-looking steel head lies here.
[3] A spellbook has been tossed aside here.
[5] A sturdy looking wooden club has been left here.
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A stout cudgel carved from oak wood lies here.
[4] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 441h/441H 184v/186V Pos: standing >
Second Level
Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East -Down
< 441h/441H 185v/186V Pos: standing >
The Chamber of the Archmage
This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
[4] An amber-colored metallic rod lies here.
[14] A small bandage rests upon the ground here.
[4] A warhammer with a sturdy-looking steel head lies here.
[3] A spellbook has been tossed aside here.
[5] A sturdy looking wooden club has been left here.
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A stout cudgel carved from oak wood lies here.
[4] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 441h/441H 184v/186V Pos: standing >
< 441h/441H 184v/186V Pos: standing >
You do not see a spel here.
< 441h/441H 185v/186V Pos: standing >
You get a spellbook.
< 441h/441H 186v/186V Pos: standing >
A spellbook contains the spells: minor creation, magic missile, detect magic.
A spellbook has 77 free pages.
< 441h/441H 186v/186V Pos: standing >
< 441h/441H 186v/186V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge> a symbol of Malch'hor Ganl [poor] [86%]
<worn on head> a wooden helmet covered in leaves
<worn on eyes> an eyepatch of swirling shadows [superior] (glowing) [85%]
<worn in ear> a bloody onyx ear stud [poor]
<worn in ear> a scale of pulsating darkness
<worn on face> a stone mask [superior]
<worn around neck> an ancient symbol of elven ancestry [superior]
<worn around neck> a tundra hunter's necklace of fangs
<worn on body> the robe of lords (glowing)
<worn about body> a deep hooded cloak of sorrow [40%]
<worn on back>
<worn as quiver>
<worn about waist> a shark-skin belt [superior]
<worn on belt buckle>a petrified bone shard [superior] (humming)
<attached to belt> a tome of sorcery
<attached to belt> a tome of wizardry
<worn on arms> some mantis sleeves
<worn around wrist>
<worn around wrist> a lizard tail bracer (glowing)
<worn on hands> a dark pair of illithid gloves
<worn on finger> an enchanted ring of balor bone
<worn on finger> a ring of sorcerous power (glowing)
<held> the bone wand of Ny'Neth [superior] (humming)
<held> the gem of the aerie [poor]
<worn on legs> a coconut kilt [61%]
<worn on feet> the shoes of sprinting (glowing)
< 441h/441H 186v/186V Pos: standing >
You drop a spellbook.
< 441h/441H 186v/186V Pos: standing >
Second Level
Something magical fills the air. By no means was this tower constructed
by any physical labor, no hands laid this foundation. It was construed using
the powerful magic art that only the few possess. Minotaurs are not known for
their strength in magic, but on rare occasions one or two will shine through
and provide a beacon for others to follow as a shining star might provide
someone while out at sea. Those same shining phenoms have no doubt used their
powers to construct this tower, this enchanted place. To those unwelcome, to
those who are not their kin, only pain awaits for intruders are not tolerated.
A large open area lays to the east, with many glass display cases and a number
of items strewn about.
Obvious exits: -North -East -Down
< 441h/441H 185v/186V Pos: standing >
You start chanting...
< 441h/441H 185v/186V Pos: standing >
You complete your spell...
A spellbook suddenly appears on the ground.
< 441h/441H 185v/186V Pos: standing >
You start chanting...
< 441h/441H 185v/186V Pos: standing >
You complete your spell...
A quill suddenly appears on the ground.
< 441h/441H 185v/186V Pos: standing >
You get a quill.
You get a spellbook.
You got 2 items.
< 441h/441H 185v/186V Pos: standing >
The Chamber of the Archmage
This room was created many milennia ago by practitioners of the lost art
of arcane magic. Several newly reconstructed tables lie along the wall, one
side of the room filled with magical tomes, and the other side inundated
with alchemical elixers and potions. There is a large tapestry on the north
wall, outlining the minotaur race in its early days, when the arcane was
purely under their control. It goes on to show their fall from grace, and
the events in which the Gods themselves stripped away all of their magical
potential. Finally, it goes on to visibly show an enimty between a clan of
evil minotaurs, regaining the arcane gift through a dark pact with a God
of unholy stature, Zion.
Obvious exits: -South
[4] An amber-colored metallic rod lies here.
[14] A small bandage rests upon the ground here.
[4] A warhammer with a sturdy-looking steel head lies here.
[3] A spellbook has been tossed aside here.
[5] A sturdy looking wooden club has been left here.
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A stout cudgel carved from oak wood lies here.
[4] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 441h/441H 184v/186V Pos: standing >
You stop using a tome of sorcery.
< 441h/441H 186v/186V Pos: standing >
You stop using a tome of wizardry.
< 441h/441H 186v/186V Pos: standing >
You attach a tome of wizardry to your belt.
< 441h/441H 186v/186V Pos: standing >
You attach a tome of sorcery to your belt.
< 441h/441H 186v/186V Pos: standing >
You do not seem to have the 'tome'.
< 441h/441H 186v/186V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge> a symbol of Malch'hor Ganl [poor] [86%]
<worn on head> a wooden helmet covered in leaves
<worn on eyes> an eyepatch of swirling shadows [superior] (glowing) [85%]
<worn in ear> a bloody onyx ear stud [poor]
<worn in ear> a scale of pulsating darkness
<worn on face> a stone mask [superior]
<worn around neck> an ancient symbol of elven ancestry [superior]
<worn around neck> a tundra hunter's necklace of fangs
<worn on body> the robe of lords (glowing)
<worn about body> a deep hooded cloak of sorrow [40%]
<worn on back>
<worn as quiver>
<worn about waist> a shark-skin belt [superior]
<worn on belt buckle>a petrified bone shard [superior] (humming)
<attached to belt> a tome of wizardry
<attached to belt> a tome of sorcery
<worn on arms> some mantis sleeves
<worn around wrist>
<worn around wrist> a lizard tail bracer (glowing)
<worn on hands> a dark pair of illithid gloves
<worn on finger> an enchanted ring of balor bone
<worn on finger> a ring of sorcerous power (glowing)
<held> the bone wand of Ny'Neth [superior] (humming)
<held> the gem of the aerie [poor]
<worn on legs> a coconut kilt [61%]
<worn on feet> the shoes of sprinting (glowing)
< 441h/441H 186v/186V Pos: standing >
You stop using the gem of the aerie [poor].
< 441h/441H 186v/186V Pos: standing >
You stop using the bone wand of Ny'Neth [superior].
< 440h/440H 186v/186V Pos: standing >
You are carrying: (5/12)
the bone wand of Ny'Neth [superior] (humming)
the gem of the aerie [poor]
a spellbook
a quill
a green linen bag (glowing)
< 440h/440H 186v/186V Pos: standing >
You hold a spellbook.
< 440h/440H 186v/186V Pos: standing >
You do not seem to have the 'qiull'.
< 440h/440H 186v/186V Pos: standing >
< 440h/440H 186v/186V Pos: standing >
< 440h/440H 186v/186V Pos: standing >
The Chamber of the Archmage
Obvious exits: -South
[4] An amber-colored metallic rod lies here.
[14] A small bandage rests upon the ground here.
[4] A warhammer with a sturdy-looking steel head lies here.
[3] A spellbook has been tossed aside here.
[5] A sturdy looking wooden club has been left here.
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A stout cudgel carved from oak wood lies here.
[4] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 440h/440H 186v/186V Pos: standing >
The taste of blood slowly fades from your body.
< 440h/440H 186v/186V Pos: standing >
You are carrying: (4/12)
the bone wand of Ny'Neth [superior] (humming)
the gem of the aerie [poor]
a quill
a green linen bag (glowing)
< 440h/440H 186v/186V Pos: standing >
< 440h/440H 186v/186V Pos: standing >
< 440h/440H 186v/186V Pos: standing >
You are carrying: (4/12)
the bone wand of Ny'Neth [superior] (humming)
the gem of the aerie [poor]
a quill
a green linen bag (glowing)
< 440h/440H 186v/186V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge> a symbol of Malch'hor Ganl [poor] [86%]
<worn on head> a wooden helmet covered in leaves
<worn on eyes> an eyepatch of swirling shadows [superior] (glowing) [85%]
<worn in ear> a bloody onyx ear stud [poor]
<worn in ear> a scale of pulsating darkness
<worn on face> a stone mask [superior]
<worn around neck> an ancient symbol of elven ancestry [superior]
<worn around neck> a tundra hunter's necklace of fangs
<worn on body> the robe of lords (glowing)
<worn about body> a deep hooded cloak of sorrow [40%]
<worn on back>
<worn as quiver>
<worn about waist> a shark-skin belt [superior]
<worn on belt buckle>a petrified bone shard [superior] (humming)
<attached to belt> a tome of wizardry
<attached to belt> a tome of sorcery
<worn on arms> some mantis sleeves
<held as shield>
<worn around wrist>
<worn around wrist> a lizard tail bracer (glowing)
<worn on hands> a dark pair of illithid gloves
<worn on finger> an enchanted ring of balor bone
<worn on finger> a ring of sorcerous power (glowing)
<primary weapon>
<held> a spellbook
<worn on legs> a coconut kilt [61%]
<worn on feet> the shoes of sprinting (glowing)
< 440h/440H 186v/186V Pos: standing >
Pardon?
< 440h/440H 186v/186V Pos: standing >
The Chamber of the Archmage
Obvious exits: -South
[4] An amber-colored metallic rod lies here.
[14] A small bandage rests upon the ground here.
[4] A warhammer with a sturdy-looking steel head lies here.
[3] A spellbook has been tossed aside here.
[5] A sturdy looking wooden club has been left here.
[5] A gnoby piece of wood, perhaps a small mace, lies here.
[5] A stout cudgel carved from oak wood lies here.
[4] A steel dagger about a foot in length lies here.
[5] A steel dagger has been tossed aside here.
A powerful looking Minotaur stands here, eyeing you suspiciously.
< 440h/440H 186v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 440h/440H 186v/186V Pos: standing >
You sit down and relax.
< 440h/440H 186v/186V Pos: sitting >
1st CIRCLE:
detect magic [in spellbook]
magic missile [in spellbook]
minor creation [in spellbook]
2nd CIRCLE:
burning hands [in spellbook]
chill touch [in spellbook]
sleep [in spellbook]
strength [in spellbook]
3rd CIRCLE:
acid blast [in spellbook]
agility [in spellbook]
concealment [in spellbook]
shocking grasp [in spellbook]
4th CIRCLE:
dispel magic [in spellbook]
farsee [in spellbook]
infravision [in spellbook]
levitate [in spellbook]
lightning bolt [in spellbook]
minor paralysis [in spellbook]
ray of enfeeblement [in spellbook]
wizard eye [in spellbook]
5th CIRCLE:
coldshield [in spellbook]
cone of cold [in spellbook]
dimension door [in spellbook]
minor globe of invulnerability [in spellbook]
slowness [in spellbook]
6th CIRCLE:
blink [in spellbook]
color spray [in spellbook]
feeblemind [in spellbook]
fireball [in spellbook]
fireshield [in spellbook]
ice storm [in spellbook]
teleport [in spellbook]
7th CIRCLE:
bigbys clenched fist [in spellbook]
detect invisibility [in spellbook]
haste [in spellbook]
improved invisibility [in spellbook]
power word blind [in spellbook]
power word stun [in spellbook]
reveal true name [in spellbook]
8th CIRCLE:
dispel invisible [in spellbook]
fly [in spellbook]
immolate [in spellbook]
power word kill [in spellbook]
shadow shield [in spellbook]
9th CIRCLE:
electrical execution [in spellbook]
incendiary cloud [in spellbook]
mass invisibility [in spellbook]
prismatic ray [in spellbook]
relocate
10th CIRCLE:
bigbys crushing hand
chain lightning
meteorswarm
11th CIRCLE:
enlarge
reduce
solbeeps missile barrage
12th CIRCLE:
deflect
globe of invulnerability
obtenebration
< 440h/440H 186v/186V Pos: sitting >
Scribing all spells:
Attempting to scribe 'relocate'...
You lack one of the necessary implements for scribing!
< 440h/440H 186v/186V Pos: sitting >
You are carrying: (4/12)
the bone wand of Ny'Neth [superior] (humming)
the gem of the aerie [poor]
a quill
a green linen bag (glowing)
< 440h/440H 186v/186V Pos: sitting >
You hold a quill.
< 440h/440H 186v/186V Pos: sitting >
A small snake enters from the south.
< 440h/440H 186v/186V Pos: sitting >
A small snake looks more solid as his phantasmal form abates.
Scribing all spells:
Attempting to scribe 'relocate'...
< 440h/440H 186v/186V Pos: sitting >
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 440h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 440h/440H 186v/186V Pos: sitting >
A small snake snaps into visibility.
A small snake completes his spell...
You resist the effects of a small snake's spell!
< 440h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 440h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake starts casting an offensive spell.
< 440h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 440h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
OUCH! That really did HURT!
< 357h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 357h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 358h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 359h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
You resist the effects of a small snake's spell!
< 359h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 359h/440H 186v/186V Pos: sitting >
You finish scribing the spell 'relocate' into a spellbook.
The spell uses 9 pages in a spellbook, leaving 71 more pages free.
Attempting to scribe 'bigbys crushing hand'...
< 360h/440H 186v/186V Pos: sitting >
A small snake starts casting an offensive spell.
< 361h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 361h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
A small snake snaps into visibility.
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
OUCH! That really did HURT!
You complete another page of the spell into your spellbook..
< 281h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 282h/440H 186v/186V Pos: sitting >
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 282h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 283h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
A small snake snaps into visibility.
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
OUCH! That really did HURT!
You complete another page of the spell into your spellbook..
< 208h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 209h/440H 186v/186V Pos: sitting >
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 209h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 210h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
You resist the effects of a small snake's spell!
You complete another page of the spell into your spellbook..
< 210h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 211h/440H 186v/186V Pos: sitting >
You finish scribing the spell 'bigbys crushing hand' into a spellbook.
The spell uses 10 pages in a spellbook, leaving 61 more pages free.
Attempting to scribe 'chain lightning'...
< 212h/440H 186v/186V Pos: sitting >
A small snake sits down in a comfortable spot.
< 213h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake opens a midnight blue tome with silver bindings and begins studying it intently.
< 213h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 214h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 215h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 216h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 217h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 218h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 218h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 219h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 220h/440H 186v/186V Pos: sitting >
A small snake closes his book and grins malevolently.
< 221h/440H 186v/186V Pos: sitting >
You finish scribing the spell 'chain lightning' into a spellbook.
The spell uses 10 pages in a spellbook, leaving 51 more pages free.
Attempting to scribe 'meteorswarm'...
A small snake clambers to his feet.
< 221h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake starts casting an offensive spell.
< 222h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 223h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
A small snake snaps into visibility.
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
YIKES! Another hit like that, and you've had it!!
< 98h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 98h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 99h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 100h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
A small snake snaps into visibility.
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your tundra hunter's necklace of fangs was damaged from the massive blow!
< 22h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 22h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
A small snake starts casting an offensive spell.
A small snake snaps into visibility.
< 23h/440H 186v/186V Pos: sitting >
You complete another page of the spell into your spellbook..
< 24h/440H 186v/186V Pos: sitting >
A small snake completes his spell...
A small snake snaps into visibility.
-=[A small snake creates a hammer out of thin air that smashes into you!]=-
Your dark pair of illithid gloves was completely destroyed by the massive blow!
Your the robe of lords was completely destroyed by the massive blow!
Your ancient symbol of elven ancestry [superior] was completely destroyed by the massive blow!
Your tundra hunter's necklace of fangs was completely destroyed by the massive blow!
Your coconut kilt was completely destroyed by the massive blow!
Your scale of pulsating darkness was completely destroyed by the massive blow!
Your symbol of Malch'hor Ganl [poor] was completely destroyed by the massive blow!