The death of [37 Ice Reaver] Blackthorne Disciple of Lloth (Minotaur)

in Wild Rapid

from the perspective of [37 Ice Reaver] Blackthorne Disciple of Lloth (Minotaur)

<worn as a badge>    a badge of the force commander's elite guard [64%]             
<worn on horns>      some blood covered horn caps (magic)
<worn in ear>        a silver hoop earring (magic) (glowing)
<worn in ear>        an unholy star
<worn on face>       a black mask covered in flames (magic)
<worn around neck>   a bone necklace of the rakshasa clan
<worn around neck>   a collar made of pure obsidian (magic)
<worn on body>       carapace of the Legendary Tarrasque (magic)
<worn about body>    a cloak of swirling mist
<worn on tail>       a shimmering ring of vines
<worn as quiver>     a faded dragonscale quiver (magic) [88%]             
<worn about waist>   a belt bearing the crest of Darkuul (magic)
<worn on belt buckle>a longsword named 'the Answerer' (magic) (glowing)
<worn on arms>       the armlet of destiny
<worn on hands>      the clawed hands of the pit fiend [85%]             
<worn on finger>     a glowing faerie ring
<worn on finger>     a glinting ring of silver (illuminating)
<primary weapon>     a huge mithril mace (magic)
<secondary weapon>   a half-moon battleaxe (magic)
<worn on legs>       a pair of gold linked leggings

70%
70%
Status:  Standing.
Epic points: 237  Skill points: 2
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   6
Detecting:       Evil Good Magic
Protected from:  Fire
Enchantments:    Ultravision Farsee Haste
Bartender Quests Remaining: 6
Combat Pulse:   16 Spell Pulse:  1.40 
Leaderboard Points:  362 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)


< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'a minotaur'

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'sized me up too'

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'then walked off'

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'nax spawn'

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'yup'

< 697h/697H 170v/170V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'what if hes a lvl 56 badass mino?'

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'god damnit'

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'this town is a maze too'

< 697h/697H 170v/170V Pos: standing >
You tell your racewar 'no now i need to get out of here'

< 697h/697H 170v/170V Pos: standing >
Mock Combat Chamber
Obvious exits: -West
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.

< 697h/697H 169v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 697h/697H 168v/170V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up

< 697h/697H 168v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 697h/697H 169v/170V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.

< 697h/697H 168v/170V Pos: standing >
Mock Combat Chamber
   A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.

< 697h/697H 168v/170V Pos: standing >
A War Room
   The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Ackum, the master warrior, is here.

< 697h/697H 168v/170V Pos: standing >
A Narrow Corridor
   Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South

< 697h/697H 169v/170V Pos: standing >

< 697h/697H 169v/170V Pos: standing >
Before a Narrow Staircase
   The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up

< 697h/697H 168v/170V Pos: standing >
A Narrow Staircase
   Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West# -Down
The corpse of a Minotaur is lying here.

< 697h/697H 168v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >

< 697h/697H 170v/170V Pos: standing >
It appears to be the corpse of Irk.
a two-handed sword
a small bag made from rabbit skin
a stout oaken cudgel
a pair of tight black pants
a pair of tight black gloves
a pair of tight black sleeves
a thin batwing cloak
a thick leather belt
a thin steel dagger
a small bandage
a plain silver flute
a brass nose ring

< 697h/697H 170v/170V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 697h/697H 170v/170V Pos: standing >
A Narrow Staircase
Obvious exits: -West# -Down
The corpse of a Minotaur is lying here.

< 697h/697H 170v/170V Pos: standing >
Ok.

< 697h/697H 170v/170V 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

< 697h/697H 169v/170V 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

< 697h/697H 168v/170V 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
An commoner walks the road, intent on his destination.

< 697h/697H 167v/170V Pos: standing >
Private Dwelling
   The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West
A rugged minotaur drinks obsessively.

< 697h/697H 169v/170V 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
An commoner walks the road, intent on his destination.

< 697h/697H 168v/170V 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
An agitated commoner walks the road.

< 697h/697H 167v/170V 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

< 697h/697H 167v/170V 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

< 697h/697H 168v/170V 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
A Minotaur enters from the south.

< 697h/697H 168v/170V Pos: standing >
-=[You attack a Minotaur.]=- [0 hits]
-=[a Minotaur attacks you.]=- [0 hits]

< 697h/697H 170v/170V Pos: standing >
< T: Blackthorne TP: sta TC:excellent E: A Minotaur sta EP: excellent >
 
< 697h/697H 170v/170V Pos: standing >
< T: Blackthorne TP: sta TC:excellent E: A Minotaur sta EP: excellent >
 A Dwarf completes his spell...
A Dwarf utters the word 'gjifal'
You have been blinded!
Someone unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 564h/697H 170v/170V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: excellent >
 -=[someone attacks you.]=- [1 hits]

< 556h/697H 170v/170V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: excellent >
 [Damage: 18 ] You shiver from the unnatural cold as you hit someone.
[Damage: 20 ] You shiver from the unnatural cold as you hit someone.
-=[You attack someone.]=- [2 hits]

< 545h/697H 170v/170V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: few scratches >
 You attempt to flee...
You can't see a damn thing, you're blinded!
You flee westward!

< 545h/697H 141v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 545h/697H 141v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 545h/697H 141v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 546h/697H 143v/170V Pos: standing >

< 546h/697H 144v/170V Pos: standing >
You tell your racewar 'helpp'

< 547h/697H 145v/170V Pos: standing >
Someone charges into you! You hear a crunching noise as bones break!
Your stagger as someone charges into you.

< 532h/697H 145v/170V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: few scratches >
 -=[someone attacks you.]=- [0 hits]

< 532h/697H 146v/170V Pos: standing >
< T: someone TP: sta TC: small wounds E: someone sta EP: few scratches >
 You feel your skill in blindfighting improving.
[Damage:  5 ] You shiver from the unnatural cold as you hit someone.
You score a CRITICAL HIT!!!!!
[Damage: 42 ] You shiver from the unnatural cold as you hit someone.
-=[You attack someone.]=- [2 hits]

< 518h/697H 146v/170V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP:  small wounds >
 Someone completes his spell...
Someone utters the word 'gjifal'
Someone unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 400h/697H 146v/170V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP:  small wounds >
 You can't see a damn thing, you're blinded!

< 400h/697H 146v/170V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP:  small wounds >
 You attempt to flee...
You can't see a damn thing, you're blinded!
You flee southward!

< 400h/697H 119v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 400h/697H 120v/170V Pos: standing >
Someone charges and ends up on his face!

< 400h/697H 120v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 400h/697H 121v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 400h/697H 120v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 400h/697H 121v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 400h/697H 121v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 401h/697H 121v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 401h/697H 121v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 401h/697H 122v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/697H 123v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 402h/697H 122v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 402h/697H 123v/170V Pos: standing >
You feel a cloak of blindness dissolve.

< 402h/697H 123v/170V 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

< 402h/697H 123v/170V Pos: standing >

< 403h/697H 124v/170V 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

< 403h/697H 123v/170V 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

< 403h/697H 123v/170V Pos: standing >

< 403h/697H 124v/170V 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

< 404h/697H 123v/170V 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.

< 404h/697H 123v/170V Pos: standing >
A Dwarf enters from the west.

< 405h/697H 125v/170V Pos: standing >
Inside a Patch of Tall Reeds
   The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A carnivorous plant opens its jaws.(Red Aura)

< 405h/697H 124v/170V Pos: standing >
A carnivorous plant suddenly attacks YOU!

< 399h/697H 125v/170V Pos: standing >
< T: Blackthorne TP: sta TC: few wounds E: plant sta EP: excellent >
 A Dwarf enters from the north.

< 399h/697H 125v/170V Pos: standing >
< T: Blackthorne TP: sta TC: few wounds E: plant sta EP: excellent >
 A Dwarf starts casting a spell.

< 399h/697H 125v/170V Pos: standing >
< T: Blackthorne TP: sta TC: few wounds E: plant sta EP: excellent >
 A small snake enters from the north.
You attempt to flee...
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
You flee northward!

< 399h/697H 97v/170V Pos: standing >

< 399h/697H 97v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 399h/697H 97v/170V Pos: standing >

< 399h/697H 98v/170V Pos: standing >

< 399h/697H 98v/170V Pos: standing >
Inside a Patch of Tall Reeds
   The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A small snake swims in the swamp.
A Dwarf (medium) Protectores Augusti of The Empire stands in mid-air here.
A carnivorous plant opens its jaws.(Red Aura)

< 399h/697H 98v/170V Pos: standing >
A Dwarf starts casting a spell.

< 399h/697H 98v/170V Pos: standing >
A carnivorous plant suddenly attacks YOU!

< 386h/697H 99v/170V Pos: standing >
< T: Blackthorne TP: sta TC: few wounds E: plant sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 386h/697H 99v/170V Pos: standing >
< T: Blackthorne TP: sta TC: few wounds E: plant sta EP: excellent >
 A Dwarf completes his spell...
A Dwarf utters the word 'gjifal'
You have been blinded!
Someone unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!
Your something is burned from the blast!

< 226h/697H 99v/170V Pos: standing >
< T: someone TP: sta TC: nasty wounds E: someone sta EP: excellent >
 
< 226h/697H 99v/170V Pos: standing >
< T: someone TP: sta TC: nasty wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 226h/697H 99v/170V Pos: standing >
< T: someone TP: sta TC: nasty wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 226h/697H 99v/170V Pos: standing >
< T: someone TP: sta TC: nasty wounds E: someone sta EP: excellent >
 You dodge someone's feeble leg sweep.
-=[someone attacks you.]=- [2 hits]
You attempt to flee...
You can't see a damn thing, you're blinded!
You flee northward!

< 211h/697H 68v/170V Pos: standing >
Someone completes his spell...
Someone utters the word 'gjifal'
Someone unleashes light in a focused, searing ray at you!
YIKES!  Another hit like that, and you've had it!!
You can't see a damn thing, you're blinded!

< 101h/697H 68v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 101h/697H 68v/170V Pos: standing >
You attempt to flee...
You can't see a damn thing, you're blinded!
You flee northward!

< 102h/697H 41v/170V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.

< 102h/697H 41v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 102h/697H 42v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 102h/697H 42v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 103h/697H 43v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 103h/697H 43v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 104h/697H 43v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 104h/697H 43v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 104h/697H 42v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 104h/697H 43v/170V Pos: standing >
You can't see a damn thing, you're blinded!

< 105h/697H 43v/170V Pos: standing >
You rediscover the law of gravity...
...the hard way!

< 105h/697H 44v/170V Pos: standing >
You land with stunning force!
[Damage: 31 ] The world starts spinning, and your ears are ringing!

< 74h/697H 44v/170V Pos: sitting >
Perhaps you should get on your feet first?

< 74h/697H 44v/170V Pos: sitting >
Alas, you cannot go that way. . . .

< 75h/697H 44v/170V Pos: sitting >
Perhaps you should get on your feet first?

< 75h/697H 44v/170V Pos: sitting >
You feel a cloak of blindness dissolve.

< 76h/697H 44v/170V Pos: sitting >
The world stops spinning.

< 76h/697H 44v/170V Pos: sitting >
You clamber to your feet.

< 76h/697H 44v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/697H 44v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -East

< 76h/697H 44v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -South -West

< 77h/697H 45v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South

< 78h/697H 45v/170V Pos: standing >

< 78h/697H 45v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South

< 78h/697H 46v/170V Pos: standing >

< 78h/697H 46v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South

< 78h/697H 46v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South

< 79h/697H 45v/170V Pos: standing >
A Delta
   It is here where the river meets the sea. The salt water mingles with the
fresh water, one could possibly dehidrate himself just drinking it, but that is
the least of someone's worries while out here. One could be cast out to sea
with no way to return if they weren't a very good swimmer. They however would
not die by drowning, they would die by the many sharks and pikes that inhabit
the sea.
Obvious exits: -North
Puddles of fresh blood cover the ground.
A carniverous shark searches for prey.

< 79h/697H 45v/170V Pos: standing >
A carniverous shark suddenly attacks YOU!
You wish that your wounds would stop BLEEDING so much!

< 76h/697H 46v/170V Pos: standing >
< T: Blackthorne TP: sta TC: awful E: carniverous sta EP: excellent >
 
< 76h/697H 46v/170V Pos: standing >
< T: Blackthorne TP: sta TC: awful E: carniverous sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 76h/697H 46v/170V Pos: standing >
< T: Blackthorne TP: sta TC: awful E: carniverous sta EP: excellent >
 You wish that your wounds would stop BLEEDING so much!
You dodge a bash from a carniverous shark, who loses its balance and falls.
-=[a carniverous shark attacks you.]=- [1 hits]

< 73h/697H 46v/170V Pos: standing >
< T: Blackthorne TP: sta TC: awful E: carniverous kne EP: excellent >
 [Damage: 29 ] [Damage: 23 ] [Damage: 26 ] -=[You attack a carniverous shark.]=- [3 hits]

< 73h/697H 46v/170V Pos: standing >
< T: Blackthorne TP: sta TC: awful E: carniverous kne EP:  few wounds >
 You attempt to flee...
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South
Fresh blood splatters cover the area.
You flee northward!

< 73h/697H 25v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.

< 73h/697H 25v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.

< 73h/697H 25v/170V Pos: standing >

< 73h/697H 25v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A Minotaur (huge) stands here.(Gold Aura)

< 73h/697H 25v/170V Pos: standing >
A Minotaur leaves south.

< 73h/697H 25v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -South -West
Fresh blood covers everything in the area.

< 74h/697H 25v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 74h/697H 26v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -East
Fresh blood covers everything in the area.

< 74h/697H 25v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South -Up
Fresh blood splatters cover the area.

< 75h/697H 26v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South

< 75h/697H 26v/170V Pos: standing >

< 75h/697H 26v/170V Pos: standing >

< 75h/697H 27v/170V Pos: standing >

< 75h/697H 27v/170V Pos: standing >

< 76h/697H 27v/170V Pos: standing >
Wild Rapid
   This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South -Up
Puddles of fresh blood cover the ground.

< 76h/697H 26v/170V Pos: standing >
A Minotaur enters from the south.

< 76h/697H 27v/170V 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
Fresh blood splatters cover the area.

< 76h/697H 26v/170V Pos: standing >

< 76h/697H 26v/170V Pos: standing >

< 76h/697H 27v/170V Pos: standing >

< 76h/697H 27v/170V Pos: standing >
You rediscover the law of gravity...
...the hard way!

< 77h/697H 28v/170V Pos: standing >
You land with stunning force!
[Damage: 25 ] Your instincts force you into a BloodLust!
The world starts spinning, and your ears are ringing!

< 52h/697H 28v/170V Pos: sitting >
Sorry, you aren't allowed to do that in combat.

< 208h/853H 28v/170V Pos: sitting >
< T: Blackthorne TP: sit TC:pretty hurt E: A Minotaur sta EP: excellent >
 -=[a Minotaur attacks you.]=- [1 hits]

< 178h/853H 28v/170V Pos: sitting >
< T: Blackthorne TP: sit TC:pretty hurt E: A Minotaur sta EP: excellent >
 You try to overcome your woozy feeling.

< 178h/853H 28v/170V Pos: sitting >
< T: Blackthorne TP: sit TC:pretty hurt E: A Minotaur sta EP: excellent >
 The world stops spinning.

< 178h/853H 28v/170V Pos: sitting >
< T: Blackthorne TP: sit TC:pretty hurt E: A Minotaur sta EP: excellent >
 [Damage:  6 ] You shiver from the unnatural cold as you hit a Minotaur.
-=[You attack a Minotaur.]=- [1 hits]
You scramble madly to your feet!

< 176h/853H 28v/170V Pos: standing >
< T: Blackthorne TP: sta TC:pretty hurt E: A Minotaur sta EP: few scratches >
 -=[a Minotaur attacks you.]=- [1 hits]

< 170h/853H 28v/170V Pos: standing >
< T: Blackthorne TP: sta TC:pretty hurt E: A Minotaur sta EP: few scratches >
 A Dwarf completes his spell...
A Dwarf utters the word 'gjifal'
You have been blinded!
Someone unleashes light in a focused, searing ray at you!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 18h/853H 28v/170V Pos: standing >
< T: someone TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 18h/853H 28v/170V Pos: standing >
< T: someone TP: sta TC: awful E: someone sta EP: few scratches >
 [Damage:  8 ] You shiver from the unnatural cold as you hit someone.
You wish that your wounds would stop BLEEDING so much!
[Damage: 10 ] You shiver from the unnatural cold as you hit someone.
You wish that your wounds would stop BLEEDING so much!
[Damage:  6 ] You shiver from the unnatural cold as you hit someone.
You wish that your wounds would stop BLEEDING so much!
-=[You attack someone.]=- [3 hits]

< 11h/853H 28v/170V Pos: standing >
< T: someone TP: sta TC: awful E: someone sta EP: few scratches >
 Someone completes his spell...
Someone utters the word 'gjifal'
You see a fatally blinding light!
Your something melted from the intense heat!