The death of [51 Forest Druid] Dywer AnGEr Of The Honoured (Halfling)

in Before a Collapsed Mine

from the perspective of [56 Spiritualist] Kroth La Resistance (Goblin)

<worn as a badge>    the badge of the tiefling guardian
<worn on head>       the helm of light
<worn on eyes>       goggles of the tinkerer (glowing) [57%]             
<worn in ear>        a black pearl earring of constitution
<worn in ear>        an earring of entwined roots
<worn on face>       the mask of the plague [poor] [86%]             
<worn around neck>   the amulet of lordly protection [79%]             
<worn around neck>   a spectral holy symbol of Berronar Truesilver of endurance
<worn on body>       a silver breastplate of the centaur tribe [65%]             
<worn about body>    Daganar's cloak of stealth (glowing)
<worn about waist>   the threads of astral projection (glowing) [71%]             
<worn on belt buckle>a severed illithid tentacle [78%]             
<attached to belt>   the dark heart of a githyanki (glowing) [73%]             
<worn on arms>       some platinum linked sleeves of life[238h 9m 33s]
<worn around wrist>  a marble bracelet [poor] [74%]             
<worn around wrist>  a blackened bluestone bracer [superior] (glowing) [58%]             
<worn on hands>      the gloves of immolation (glowing) [81%]             
<worn on finger>     a bright platinum wedding band [83%]             
<worn on finger>     a ring of twisted gray mist
<primary weapon>     a high quality mining pick [85%]             
<held>               the Totem of Mastery (glowing)[238h 9m 33s]
<worn on legs>       a pair of soiled leather breeches [84%]             
<worn on feet>       a pair of dusty boots (glowing)


A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -NorthB -East -SouthB -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 238v/240V Pos: standing >
Noz sneaks west.
You follow Noz.

A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -North -East -South -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A commoner in rags searches the bazaar.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 239v/240V Pos: standing >
You follow Noz.

A Sandy Desert Bazaar
   Laid deep within the sand are stones that are able to support and stabilize
the weight of many caravans. These caravans house many merchants and
prospective buyers. Despite the city's devious nature, this is a somewhat
honest market. Those who buy, get what they pay for, whether or not that
merchandise is valuable is another question. Huge tents house many rich
bourgeoisie and many smaller tents house the commoners. A few stone buildings
shelter those who have been within the city long enough to amount a large
fortune and the time to construct their own dwelling. Sounds of merchants
dealing fill the air. The wind often picks up and blows the sand into the air,
creating a small sandstorm of sorts. During the day, when activity is at its
highest, the sun beats down all who are here to shop.
Obvious exits: -NorthB -East -SouthB -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A big bully has an angry look on his face.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 238v/240V Pos: standing >
Bimli avoids being bashed by a big bully, who loses his balance and falls.

< 726h/726H 238v/240V Pos: standing >
You follow Noz.

A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly traverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -NorthB -East -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Lurt enters from the east.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
Bimli who is close by to your east.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A tharnadian merchant who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A tharnadian merchant who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >

< 726h/726H 239v/240V Pos: standing >
Bimli enters from the south.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A tharnadian merchant who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A tharnadian merchant who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A tharnadian merchant who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A gypsy king who is not far off to your north.
A big bully who is close by to your east.
A commoner who is not far off to your east.
A mercenary who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An ogre slave who is close by to your south.
An auctioneer who is not far off to your south.
A burly guard who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.
A githyanki slave who is a brief walk away to your south.

< 726h/726H 239v/240V Pos: standing >
A Winding Dune Trail
Obvious exits: -NorthB -EastB -SouthB
Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Lurt La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Lurt's head.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.

< 726h/726H 239v/240V Pos: standing >
Noz snickers softly at Bimli.

< 726h/726H 239v/240V Pos: standing >
Noz sneaks south.
You follow Noz.

The Slave Markets
   Slaves are pinned down by chains that are nailed into the street. These
nails are huge in size and must weigh a couple hundred pounds each. These
slaves range from minotaurs, humans, elves, flinds, and even drows. Crowded
around these slaves are possible purchasers. The slaves are known to growl and
possibly seriously injure a prospective buyer who gets too close. Tents of are
lined up all along these slave markets for this is one of the busiest centers
of the city. The sultan enjoys the commerce in this sector, it brings a lot of
people to the city to an otherwise largely vacant section at that. IT gets
real lonely during the nights for the slaves, and is very much depressing, as
they're being auctioned off for a life of hard labor.
Obvious exits: -North -EastB -SouthB -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A mercenary keeps an eye on slaves.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 238v/240V Pos: standing >
Noz sneaks west.
You follow Noz.

The Slave Markets
   Slaves are pinned down by chains that are nailed into the street. These
nails are huge in size and must weigh a couple hundred pounds each. These
slaves range from minotaurs, humans, elves, flinds, and even drows. Crowded
around these slaves are possible purchasers. The slaves are known to growl and
possibly seriously injure a prospective buyer who gets too close. Tents of are
lined up all along these slave markets for this is one of the busiest centers
of the city. The sultan enjoys the commerce in this sector, it brings a lot of
people to the city to an otherwise largely vacant section at that. IT gets
real lonely during the nights for the slaves, and is very much depressing, as
they're being auctioned off for a life of hard labor.
Obvious exits: -East -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A plump merchant examines a slave.
A plump merchant examines a slave.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 238v/240V Pos: standing >
You quickly scan the area.
A mercenary who is close by to your east.
An ogre slave who is close by to your east.
An ogre slave who is close by to your east.
An ogre slave who is close by to your east.
A human slave who is not far off to your east.
A human slave who is not far off to your east.
A human slave who is not far off to your east.
A tall mountain dwarf who is a brief walk away to your east.
A one-armed githyanki who is a brief walk away to your east.
A three-eyed rabbit who is a brief walk away to your east.
A rich merchant who is close by to your south.
A rich merchant who is close by to your south.
A goblin slave who is close by to your south.
A goblin slave who is close by to your south.
A goblin slave who is close by to your south.
A burly guard who is not far off to your south.
A well dressed merchant who is not far off to your south.
A flind slave who is not far off to your south.
A flind slave who is not far off to your south.
A flind slave who is not far off to your south.

< 726h/726H 239v/240V Pos: standing >
You follow Noz.

The Slave Markets
   Slaves are pinned down by chains that are nailed into the street. These
nails are huge in size and must weigh a couple hundred pounds each. These
slaves range from minotaurs, humans, elves, flinds, and even drows. Crowded
around these slaves are possible purchasers. The slaves are known to growl and
possibly seriously injure a prospective buyer who gets too close. Tents of are
lined up all along these slave markets for this is one of the busiest centers
of the city. The sultan enjoys the commerce in this sector, it brings a lot of
people to the city to an otherwise largely vacant section at that. IT gets
real lonely during the nights for the slaves, and is very much depressing, as
they're being auctioned off for a life of hard labor.
Obvious exits: -North -EastB -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A rich merchant inspects a slave.
A rich merchant inspects a slave.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 239v/240V Pos: standing >
Noz sneaks south.
You follow Noz.

The Slave Markets
   Slaves are pinned down by chains that are nailed into the street. These
nails are huge in size and must weigh a couple hundred pounds each. These
slaves range from minotaurs, humans, elves, flinds, and even drows. Crowded
around these slaves are possible purchasers. The slaves are known to growl and
possibly seriously injure a prospective buyer who gets too close. Tents of are
lined up all along these slave markets for this is one of the busiest centers
of the city. The sultan enjoys the commerce in this sector, it brings a lot of
people to the city to an otherwise largely vacant section at that. It gets
real lonely during the nights for the slaves, and is very much depressing, as
they're being auctioned off for a life of hard labor.
Obvious exits: -North -EastB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A burly guard ensures order in the market.
A well dressed merchant searches for some fine slaves.
A flind is in chains and shackles.
A flind is in chains and shackles.
A flind is in chains and shackles.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 238v/240V Pos: standing >
You quickly scan the area.
A rich merchant who is close by to your north.
A rich merchant who is close by to your north.
A goblin slave who is close by to your north.
A goblin slave who is close by to your north.
A goblin slave who is close by to your north.
A plump merchant who is not far off to your north.
A plump merchant who is not far off to your north.
A duergar slave who is not far off to your north.
A duergar slave who is not far off to your north.
A duergar slave who is not far off to your north.
A githyanki slave who is close by to your east.
A githyanki slave who is close by to your east.
A githyanki slave who is close by to your east.
A tharnadian merchant who is not far off to your east.
A grey elf slave who is not far off to your east.
A grey elf slave who is not far off to your east.
A grey elf slave who is not far off to your east.

< 726h/726H 238v/240V Pos: standing >
You follow Noz.

The Slave Markets
   Slaves are pinned down by chains that are nailed into the street. These
nails are huge in size and must weigh a couple hundred pounds each. These
slaves range from minotaurs, humans, elves, flinds, and even drows. Crowded
around these slaves are possible purchasers. The slaves are known to growl and
possibly seriously injure a prospective buyer who gets too close. Tents of are
lined up all along these slave markets for this is one of the busiest centers
of the city. The sultan enjoys the commerce in this sector, it brings a lot of
people to the city to an otherwise largely vacant section at that. IT gets
real lonely during the nights for the slaves, and is very much depressing, as
they're being auctioned off for a life of hard labor.
Obvious exits: -NorthB -EastB -SouthB -West
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A githyanki slave is chained to the ground.
A githyanki slave is chained to the ground.
A githyanki slave is chained to the ground.
Bimli enters from the west.
Lurt enters from the west.

< 726h/726H 239v/240V Pos: standing >
Noz sneaks south.
You follow Noz.

A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 238v/240V Pos: standing >
You quickly scan the area.
A githyanki slave who is close by to your north.
A githyanki slave who is close by to your north.
A githyanki slave who is close by to your north.
An auctioneer who is not far off to your north.
A mercenary who is a brief walk away to your north.
An ogre slave who is a brief walk away to your north.
An ogre slave who is a brief walk away to your north.
An ogre slave who is a brief walk away to your north.
A small child who is a brief walk away to your south.
Noz sneaks south.
You follow Noz.

A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -EastB -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 237v/240V Pos: standing >
Noz sneaks south.
You follow Noz.

A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -SouthB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 237v/240V Pos: standing >
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanked on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -South# -WestB
The corpse of a dusty gleeman is lying here.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A small child plays here.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 237v/240V Pos: standing >
You quickly scan the area.
A small child who is not far off to your west.
A plump woman who is not far off to your west.
A ragged peasant who is not far off to your west.
A peasant who is a brief walk away to your west.

< 726h/726H 238v/240V Pos: standing >
Noz opens the door.

< 726h/726H 240v/240V Pos: standing >
You quickly scan the area.
A desert dweller who is close by to your south.
A desert dweller who is close by to your south.
A small child who is not far off to your west.
A ragged peasant who is not far off to your west.
A peasant who is a brief walk away to your west.
Noz closes the door.

< 726h/726H 240v/240V Pos: standing >
Noz sneaks west.
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -NorthB -East -SouthB -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A filthy vagabond who is close by to your north.
An elderly peasant who is close by to your north.
A small child who is close by to your north.
A small child who is close by to your east.
A small child who is close by to your south.
A small child who is close by to your west.
A ragged peasant who is close by to your west.
A peasant who is not far off to your west.
A plump woman who is a brief walk away to your west.
A plump woman who is a brief walk away to your west.
A ragged peasant who is a brief walk away to your west.

< 726h/726H 239v/240V Pos: standing >
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -WestB
A dust covered tent is here.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A small child plays here.
Bimli enters from the north.
Lurt enters from the north.

< 726h/726H 238v/240V Pos: standing >
You quickly scan the area.
A filthy vagabond who is not far off to your north.
An elderly peasant who is not far off to your north.
A small child who is not far off to your north.
A plump woman who is close by to your west.
The wandering merchant who is not far off to your west.
A desert peasant who is not far off to your west.
A desert peasant who is a brief walk away to your west.

< 726h/726H 239v/240V Pos: standing >
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -NorthB -East -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A plump woman in rags raises an eyebrow.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A small child who is close by to your north.
A ragged peasant who is close by to your north.
A desert peasant who is not far off to your north.
A small child who is close by to your east.
The wandering merchant who is close by to your west.
A desert peasant who is close by to your west.
A desert peasant who is not far off to your west.

< 726h/726H 239v/240V Pos: standing >
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bareskinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -NorthB -East -WestB
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
The wandering merchant travels the city.
A desert peasant sinks deeper into his tent.
Bimli enters from the east.
Lurt enters from the east.

< 726h/726H 238v/240V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.

< 726h/726H 238v/240V Pos: standing >
You quickly scan the area.
A peasant who is close by to your north.
A plump woman who is not far off to your north.
A mule who is not far off to your north.
A ragged peasant who is not far off to your north.
A Halfling who is a brief walk away to your north.
A miner who is a brief walk away to your north.
A mining foreman who is a brief walk away to your north.
A plump woman who is close by to your east.
A small child who is not far off to your east.
A plump woman who is close by to your west.
A desert peasant who is close by to your west.

< 726h/726H 238v/240V Pos: standing >
Noz sneaks north.
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a drunken peasant is lying here.
The corpse of a peasant elder is lying here.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A peasant in rags argues with the village drunk.
Bimli enters from the south.
Lurt enters from the south.

< 726h/726H 239v/240V Pos: standing >
You quickly scan the area.
A plump woman who is close by to your north.
A mule who is close by to your north.
A ragged peasant who is close by to your north.
A Halfling who is not far off to your north.
A miner who is not far off to your north.
A mining foreman who is not far off to your north.
A small child who is close by to your east.
A ragged peasant who is close by to your east.
A small child who is a brief walk away to your east.
The wandering merchant who is close by to your south.
A desert peasant who is close by to your south.
A plump woman who is close by to your west.
A ragged peasant who is close by to your west.

< 726h/726H 239v/240V Pos: standing >

< 726h/726H 239v/240V Pos: standing >
Noz sneaks north.
You follow Noz.

A Large Alcove of Tents
   Tents line up side by side in this huge alcove of space, flanks on
either side by steep, treacherous cliffs. These cliffs aren't climbable, and
a few have been seriously injured by falling rocks from above. Children like
to play on top of these cliffs, for them just finding a way to the top is an
adventure. There isn't much to the people of this small alcove, except that
they enjoy great diversions from time to time, and strangers bring such
diversions. Desert Nomads and merchants are welcome in this estranged part of
the desert city, just as any other outsider is. Most of the children run around
nearly bare skinned, if not for the a cloth around the loins they would be.
Small fires burn here and there and the smell of cooked meat lingers.
Obvious exits: -North -East -South -West
A square tent is here with its flaps open.
A large bondfire burns steadily.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A plump woman in rags raises an eyebrow.
A mule stands here loaded with ragged bags.
A ragged peasant cooks some meat.
Bimli enters from the south.
Lurt enters from the south.

< 726h/726H 238v/240V Pos: standing >
Noz sneaks north.
You follow Noz.

Before a Collapsed Mine
   This is one of the few productive mines in the region, however, all
production was effectively halted when it collapsed. Some say that this is
the work of a higher power, an evil one. One or two mine workers were still
inside at the time of the travesty, and many a men can be seen tossing rocks
and digging with picks to clear the way to the mine's entrance. However, with
all the activity, no one seems to have finished an engineering perspective
to use leverage as an added advantage to clearing some of the heavier ones.
A few ropes have been tied to metal spikes on numerous places around the
largest boulder. The ropes run up about ten feet before they're entwined and
hooked together to form a much thicker rope, making it ten times as strong.
The rope runs up to the cliff above, and might be latched onto something.
Clearly, the idea was to use some sort of great weight on the cliff above
to hoist this massive rock into the air, freeing and clearing the way of most
of the debris. It's a wonder why the thought wasn't followed through.
Obvious exits: -South
Piles of rocks and debris lay before the mine.
*Noz La Resistance (Drow Elf)(medium) stands in mid-air here.
An impenetrable globe of darkness floats near Noz's head.
A Halfling (small) TongJun - AnGEr Of The Honoured stands in mid-air here, fighting a miner.
A miner stands here, fighting a Halfling.
A mining foreman cooridinates the rescue effort.
Bimli enters from the south.
Lurt enters from the south.

< 726h/726H 237v/240V Pos: standing >
Noz snaps into visibility.
A dark shroud encases Noz as he charges into battle.
A Halfling is knocked to the ground by Noz's mighty bash!
Noz dives at a Halfling skewering her with his blood red sword named 'Death Rider'.

< 726h/726H 237v/240V Pos: standing >
Noz snaps into visibility.
Noz's slash grazes a Halfling.
Noz's feeble slash grazes a Halfling.
Noz's fine slash wounds a Halfling.
Noz's feeble slash grazes a Halfling.
A Halfling avoids being bashed by Bimli, who loses his balance and falls.

< 726h/726H 238v/240V Pos: standing >
A Halfling's crude punch strikes a miner.
You start chanting...
You snap into visibility.

< 726h/726H 240v/240V Pos: standing >
You complete your spell...
You point at a Halfling.
[Damage: 147 ] Your iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.

< 726h/726H 240v/240V Pos: standing >
Lurt grasps his totem tightly, and begins communing with the spirits.
Lurt starts casting an offensive spell.
Lurt snaps into visibility.
You start chanting...
You call upon the powers of the spirit realm, channeling your power...

< 726h/726H 240v/240V Pos: standing >
A Halfling blocks a miner's lunge at her.
A miner misses a Halfling.

< 726h/726H 240v/240V Pos: standing >
Lurt completes his spell...
Lurt utters the words 'abrauztg gpahhzfuio uqzbarr'
Lurt points at a Halfling.
Lurt's iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.
You complete your spell...
You point at a Halfling.
[Damage: 131 ] Your iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.
Noz snaps into visibility.
Noz's feeble slash grazes a Halfling.
Noz's feeble slash grazes a Halfling.
Noz's feeble slash grazes a Halfling.
Noz's feeble slash grazes a Halfling.

< 726h/726H 240v/240V Pos: standing >
A Halfling misses a miner.
A Halfling misses a miner.

< 726h/726H 240v/240V Pos: standing >
Lurt grasps his totem tightly, and begins communing with the spirits.
Lurt starts casting an offensive spell.
Lurt snaps into visibility.
You start chanting...
You call upon the powers of the spirit realm, channeling your power...

< 726h/726H 240v/240V Pos: standing >
Lurt snaps into visibility.
Lurt completes his spell...
Lurt utters the words 'abrauztg gpahhzfuio uqzbarr'
Lurt points at a Halfling.
Lurt's iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.
You complete your spell...
You point at a Halfling.
[Damage: 111 ] Your iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.

< 726h/726H 240v/240V Pos: standing >
Lurt grasps his totem tightly, and begins communing with the spirits.
Lurt starts casting an offensive spell.
Lurt snaps into visibility.
You start chanting...

< 726h/726H 240v/240V Pos: standing >
A Halfling blocks Noz's lunge at her.
A Halfling blocks Noz's lunge at her.
Noz snaps into visibility.
Noz's slash grazes a Halfling.
Noz's decent slash strikes a Halfling.

< 726h/726H 240v/240V Pos: standing >
Lurt snaps into visibility.
Lurt completes his spell...
Lurt utters the words 'abrauztg gpahhzfuio uqzbarr'
Lurt points at a Halfling.
Lurt's iceball shatters upon impacting a Halfling, rending flesh and sending blood flying.
A Halfling blocks a miner's lunge at her.
A miner's decent punch causes a Halfling to grimace in pain.

< 726h/726H 240v/240V Pos: standing >
You complete your spell...
You point at a Halfling.
[Damage: 152 ] Your iceball shatters any hopes a Halfling had of living a long and happy life.
A Halfling's emerald disc fashioned from bone freezes and shatters into million pieces from the intense cold!
A Halfling's waistband of rock and stone [poor] freezes and shatters into million pieces from the intense cold!
A Halfling is dead! R.I.P.
You receive your share of experience.