The death of [27 Warrior] Myss (Duergar)

in A Grimney Sleeping Chamber

from the perspective of [27 Warrior] Myss (Duergar)

<worn as a badge>    an exquisite softwood badge
<worn on eyes>       a battle visor made of adamantium
<worn in ear>        a burnt ruby earring from The Forest City of Aravne
<worn on face>       a bronze mask
<worn around neck>   a silver chain necklace
<worn around neck>   an unholy medallion of the serpent
<worn on body>       a suit of emerald-green chainmail
<worn about body>    a sparkling cured leather mantle
<worn about waist>   a belt of braided mithril
<worn on arms>       sleeves of woven leaves
<held as shield>     the shield of M'Bele
<worn around wrist>  a bracelet of ivory
<worn on finger>     a signet ring of storms
<worn on finger>     a signet ring of storms
<primary weapon>     a scaly reptilian arm
<worn on legs>       some well-crafted bone leggings from Morg's Place
<worn on feet>       a pair of forest walking boots

 M^^^.  
 M^@.^  
 ^^..^  
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 446h/554H 18v/149V Pos: standing >
The heat from the sun saps your life away!
 
 M^^.^  
 ^^@.^  
 ^M...  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 429h/554H 16v/149V Pos: standing >
 
 ^^..^  
 ^M@..  
 ^....  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 429h/554H 14v/149V Pos: standing >
 
 M^^..  
 M^@..  
 ^^...  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
A huge grey ape swings lumbers through here with stern confidence.

< 429h/554H 12v/149V Pos: standing >
You climb up and ride a huge grey ape.

< 429h/554H 12v/149V Pos: standing >
 
 M^^..  
 M^@..  
 ^^...  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 429h/554H 12v/149V Pos: standing >
 
 M^...  
 ^^@..  
 ^^...  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 429h/554H 13v/149V Pos: standing >
 
 ^^...  
 ^^@..  
 ^^^^^  
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 429h/554H 14v/149V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West

< 429h/554H 14v/149V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South

< 429h/554H 16v/149V Pos: standing >
Near a Log Cabin
Obvious exits: -North# -East -South

< 429h/554H 19v/149V Pos: standing >
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West

< 429h/554H 19v/149V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West

< 429h/554H 20v/149V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 429h/554H 20v/149V 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

< 429h/554H 20v/149V Pos: standing >
You grin as you realize you're floating upon a flying mount.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.

< 429h/554H 20v/149V 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

< 429h/554H 21v/149V 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

< 429h/554H 21v/149V 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

< 429h/554H 21v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 22v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 22v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 22v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 22v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 23v/149V 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
A small snake swims in the swamp.

< 429h/554H 23v/149V 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

< 429h/554H 23v/149V Pos: standing >
The snow is coming down faster now.
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

< 429h/554H 24v/149V 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

< 429h/554H 24v/149V 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

< 429h/554H 24v/149V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An commoner walks the road, intent on his destination.

< 429h/554H 26v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 429h/554H 26v/149V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 429h/554H 28v/149V 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

< 429h/554H 28v/149V Pos: standing >
The heat from the sun saps your life away!

< 417h/554H 28v/149V 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 agitated commoner walks the road.

< 417h/554H 29v/149V Pos: standing >
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

< 417h/554H 31v/149V Pos: standing >
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

< 417h/554H 31v/149V Pos: standing >
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

< 417h/554H 32v/149V Pos: standing >
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

< 417h/554H 33v/149V Pos: standing >
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
An commoner walks the road, intent on his destination.

< 417h/554H 35v/149V Pos: standing >
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

< 417h/554H 35v/149V Pos: standing >
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

< 417h/554H 35v/149V Pos: standing >
An agitated minotaur enters from the west.
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.

< 417h/554H 37v/149V 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

< 417h/554H 37v/149V 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

< 417h/554H 39v/149V Pos: standing >
The door seems to be closed.

< 417h/554H 41v/149V Pos: standing >
Ok.

< 417h/554H 42v/149V Pos: standing >
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

< 417h/554H 43v/149V Pos: standing >
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
An commoner walks the road, intent on his destination.

< 417h/554H 43v/149V Pos: standing >
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.

< 417h/554H 44v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 417h/554H 45v/149V Pos: standing >
a bag made from sewn rat skins appears to be empty.

< 417h/554H 48v/149V Pos: standing >
The heat from the sun saps your life away!

< 397h/554H 50v/149V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 1 a fomorian giant (1 left) in The Deep Ravine of Passage!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says in minotaur 'Remember, you can always type 'quest' to see your current quest.'

< 397h/554H 53v/149V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 397h/554H 60v/149V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 397h/554H 61v/149V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 6 a human traveller (6 left) in The Shadow Forest!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 397h/554H 62v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 397h/554H 66v/149V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go ask a short minotaur in The Deep Ravine of Passage about the Month of EverFreeze.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 397h/554H 68v/149V Pos: standing >
The heat from the sun saps your life away!

< 392h/554H 71v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You dont have that much money...

< 392h/554H 72v/149V Pos: standing >
Syrm says 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 392h/554H 74v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You dont have that much money...

< 392h/554H 78v/149V Pos: standing >
Syrm says 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 392h/554H 80v/149V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You dont have that much money...

< 392h/554H 86v/149V Pos: standing >

		Score information for Myss

Level: 27   Race: Duergar   Class: Warrior  Sex: Male
Hit points: 392(554)  Moves: 88(149)
Coins carried:    2 platinum     8 gold     7 silver     7 copper
Coins in bank:  361 platinum   717 gold   725 silver     0 copper
Playing time: 1 days / 19 hours/ 59 minutes
Received data: 2.6181 MB this session.
Send data:     0.0095 MB this session.
Compression ratio: none
Send data:     0.0095 MB this session.
Status:  Standing in a huge grey ape's saddle.
Epic points: 2  Skill points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   10
Consenting: huge grey ape
Detecting:       Evil
Enchantments:    Ultravision
Bartender Quests Remaining: 4
Combat Pulse:   16 Spell Pulse:  0.85 
Leaderboard Points:  268 

Active Spells:
--------------
barkskin (6 minutes)
elephantstrength (7 minutes)


< 392h/554H 88v/149V Pos: standing >
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

< 392h/554H 91v/149V Pos: standing >
The heat from the sun saps your life away!

< 384h/554H 92v/149V Pos: standing >
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

< 384h/554H 93v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 384h/554H 95v/149V 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

< 384h/554H 95v/149V 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

< 384h/554H 95v/149V 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.
An agitated commoner walks the road.

< 384h/554H 97v/149V 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

< 384h/554H 98v/149V 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.

< 384h/554H 99v/149V Pos: standing >
Your account contains:
    311 platinum, 717 gold, 725 silver, 0 copper coins.

< 384h/554H 104v/149V 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

< 384h/554H 104v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 384h/554H 106v/149V 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

< 384h/554H 107v/149V Pos: standing >
A Discreet Herbal Sanctuary
  Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls.  It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.

< 384h/554H 108v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 384h/554H 108v/149V 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

< 384h/554H 110v/149V Pos: standing >
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
An commoner walks the road, intent on his destination.

< 384h/554H 110v/149V Pos: standing >
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

< 384h/554H 111v/149V Pos: standing >
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.

< 384h/554H 111v/149V Pos: standing >
The sun starts to set in the south.
The heat from the sun saps your life away!

< 364h/554H 114v/149V Pos: standing >
Syrm says in minotaur 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 364h/554H 117v/149V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 7 a large black spider (7 left) in The Shadow Forest!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 364h/554H 121v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 364h/554H 125v/149V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go ask Uggiewilly in Jindon the Deathwood Forest about the Month of EverFreeze.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 364h/554H 126v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 364h/554H 131v/149V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 5 gold, and 4 silver.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 1 a tropical treant sapling (1 left) in The Deep Ravine of Passage!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'

< 364h/554H 133v/149V Pos: standing >
The heat from the sun saps your life away!

< 349h/554H 135v/149V Pos: standing >
A Gnome snaps into visibility.

< 349h/554H 136v/149V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 4 platinum, 8 gold, and 7 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 349h/554H 137v/149V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'buoblg qrunsoqpze yugh'
A Gnome's mighty magic fist slams into you!
OUCH!  That really did HURT!
I'm afraid you aren't quite up to mounted combat.
You stop riding a huge grey ape.

< 212h/554H 139v/149V Pos: standing >
<You attempt to flee...
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
You flee westward!

< 212h/554H 127v/149V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)". For shorter way, you can all do "practice all". You can also do it if you have another players book in your inventory and type "scribe (spell name)".

< 212h/554H 127v/149V Pos: standing >
A Gnome enters from the east.

< 212h/554H 128v/149V Pos: standing >
A Gnome starts casting an offensive spell.

< 212h/554H 128v/149V Pos: standing >
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
An commoner walks the road, intent on his destination.

< 212h/554H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/554H 128v/149V Pos: standing >
The door seems to be closed.

< 212h/554H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/554H 129v/149V Pos: standing >
A Gnome enters from the east.

< 212h/554H 130v/149V Pos: standing >
A Gnome starts casting an offensive spell.
Alas, you cannot go that way. . . .

< 212h/554H 130v/149V Pos: standing >
The door seems to be closed.

< 212h/554H 130v/149V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'buoblg qrunsoqpze yugh'
A Gnome's mighty magic fist slams into you!
OUCH!  That really did HURT!
You attempt to flee...
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
You flee eastward!

< 148h/554H 120v/149V Pos: standing >
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 huge grey ape swings lumbers through here with stern confidence.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 148h/554H 121v/149V Pos: standing >
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

< 148h/554H 121v/149V Pos: standing >
Autosaving...
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 Gnome (tiny) stands, floating here.
An commoner walks the road, intent on his destination.

< 148h/554H 121v/149V Pos: standing >
A Gnome leaves east.
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.

< 148h/554H 120v/149V Pos: standing >
No-one by that name here...

< 148h/554H 121v/149V Pos: standing >
A Gnome floats in from below.

< 148h/554H 122v/149V Pos: standing >
A Gnome starts casting an offensive spell.

< 148h/554H 122v/149V Pos: standing >
A Gnome completes his spell...
A Gnome utters the word 'yufzbarr'
You are enveloped in flames from a fireball sent by a Gnome - OUCH!
OUCH!  That really did HURT!

< 92h/554H 124v/149V Pos: standing >
<You miss a Gnome.
A Gnome dodges your futile attack.
Sorry, you aren't allowed to do that in combat.

< 92h/554H 124v/149V Pos: standing >
< T: Myss TP: sta TC:pretty hurt E: A Gnome sta EP: excellent >
 You parry a Gnome's lunge at you.
You deflect a Gnome's blow and strike back at him!
You miss a Gnome.
Sorry, you aren't allowed to do that in combat.

< 92h/554H 124v/149V Pos: standing >
< T: Myss TP: sta TC:pretty hurt E: A Gnome sta EP: excellent >
 A Gnome starts casting an offensive spell.

< 92h/554H 124v/149V Pos: standing >
< T: Myss TP: sta TC:pretty hurt E: A Gnome sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 92h/554H 124v/149V Pos: standing >
< T: Myss TP: sta TC:pretty hurt E: A Gnome sta EP: excellent >
 A Gnome completes his spell...
A Gnome utters the word 'yufzbarr'
A Gnome grins evilly as you burst into flames and die.
Your pair of heavy spiked combat gloves melted from the intense heat!
Your twined crystal helm melted from the intense heat!