The death of [50 Guardian] Ath Mutinous Legions (Barbarian)

in Small Cobblestone Road

from the perspective of [50 Guardian] Ath Mutinous Legions (Barbarian)

<worn as a badge>    a royal badge of Arcium [superior] (illuminating)
<worn on head>       the diamond crown of Winduin (glowing)
<worn on face>       a hallowed Cimmerian mask of Winduin (glowing)
<worn around neck>   the service tags of the squad (glowing)
<worn around neck>   a blood-soaked collar
<worn on body>       some ringmail stained with blood
<worn as quiver>     the masters quiver (magic) (glowing)
<worn on belt buckle>a leafy mask of Silvanos (magic)
<worn around wrist>  a steel wire (magic) (glowing)
<worn around wrist>  an emerald bracelet studded with amethysts (magic)
<worn on finger>     a small fishbone signet ring [superior]
<worn on finger>     a ring of sand blasting (magic)
<primary weapon>     the titan warhammer, 'Purelight' (magic) (glowing)
<worn on legs>       a pair of gold linked leggings
<worn on feet>       some boots of forest running

   Tower of High Sorcery                         (good)          
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly good) 
   The Elemental Groves                          (slightly good) 
   Temple of Flames                              (slightly evil) 
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (slightly evil) 
   The Outcasts Tower                            (slightly evil) 
   Fort Boyard                                   (slightly evil) 
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
  *Faerie Realm                                  (pure good)     
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (very evil)     
   The Githyanki Fortress                        (neutral)       
  *Labyrinth of No Return                        (slightly good) 
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (slightly evil) 
   The Lair of the Swamp Troll King              (evil)          
   Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (neutral)       
   Ice Tower                                     (neutral)       
   Desolate Under Fire                           (slightly good) 
   The Citadel                                   (neutral)       
  *The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (extremely good)
   Prison of Fort Boyard                         (pure evil)     
   The Ancient Halls of Ironstar                 (slightly evil) 
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
  *Quintaragon Castle                            (slightly evil) 
   The Sky City of Ultarium                      (good)          
   Lair of the Gibberling King                   (slightly good) 
   Plane of Air                                  (pure evil)     
   The Kingdom of Torg                           (slightly evil) 
   Tribal Oasis                                  (evil)          
  *The Para-Elemental Plane of Smoke             (pure evil)     
   Plane of Water                                (evil)          
   Shadamehr Keep                                (slightly evil) 
   The Temple to Skrentherlog                    (very evil)     
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (slightly good) 
  *The Ethereal Plane                            (extremely evil)
   The Caverns of Armageddon                     (neutral)       
   The Forest City of Aravne                     (evil)          
  *Plane of Fire                                 (neutral)       
   Ruined Temple of Tezcatlipoca                 (slightly evil) 
   The Astral Plane                              (neutral)       
   Jotunheim                                     (neutral)       
  *The Transparent Tower                         (extremely evil)
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (neutral)       
   Sea Kingdom                                   (extremely evil)
   Plane of Earth                                (evil)          
   Sevenoaks                                     (slightly evil) 
  *The Keep of Evil                              (slightly evil) 
   The Forgotten Mansion                         (slightly evil) 
   Domain of Lost Souls                          (neutral)       
   The Hall of Knighthood                        (evil)          
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (slightly evil) 
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (neutral)       
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (evil)          
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (slightly evil) 
   The Scorched Valley                           (slightly evil) 
   The Realm of Barovia                          (evil)          
   The Royal Mausoleum of Castle IceCrag         (slightly evil) 
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (evil)          
   The Fortress of Dreams                        (slightly evil) 
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (slightly evil) 
  *Vecna's Tomb                                  (slightly evil) 
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (evil)          
   The Hall of the Ancients                      (very evil)     
   The Bronze Citadel                            (slightly good) 
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (slightly evil) 
   Celestial Plane                               (neutral)       
  *The 222nd Layer of the Abyss                  (slightly evil) 
   Castle Ravenloft                              (slightly evil) 

* = already completed this boot.

< 1319h/1319H 172v/260V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A shady chemist who is close by to your west.
Brukish who is not far off to your west.
Grym who is close by above you.

< 1319h/1319H 173v/260V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
A shady chemist who is close by to your west.
Grym who is close by above you.

< 1319h/1319H 173v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -South -West 
A shady chemist peers at you.(Red Aura)

< 1319h/1319H 174v/260V Pos: standing >
Ok.

< 1319h/1319H 174v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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 

< 1319h/1319H 174v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Town Center
</map>
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.

< 1319h/1319H 173v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
An agitated commoner walks the road.
An agitated commoner walks the road.

< 1319h/1319H 172v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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

< 1319h/1319H 172v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Intersection
</map>
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 1319h/1319H 171v/260V Pos: standing >

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

< 1319h/1319H 170v/260V Pos: standing >
Alas, you cannot go that way. . . .

< 1319h/1319H 171v/260V Pos: standing >

< 1319h/1319H 171v/260V Pos: standing >
You are carrying: (1/11)
a bottomless bag of the shield dwarves

< 1319h/1319H 171v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 

< 1319h/1319H 171v/260V Pos: standing >

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

< 1319h/1319H 170v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 

< 1319h/1319H 169v/260V Pos: standing >

<map>
Zone: Nax.
Room: An Intersection of Roads
</map>
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 
A Drider skitters in from the east.
An Ogre enters from the east.

< 1319h/1319H 169v/260V Pos: standing >
You quickly scan the area.
An commoner who is rather far off to your north.

< 1319h/1319H 169v/260V Pos: standing >
A Drider leaves west.
An Ogre leaves west.

< 1319h/1319H 169v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 

< 1319h/1319H 168v/260V Pos: standing >

<map>
Zone: Nax.
Room: An Intersection of Roads
</map>
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 
A Drider skitters in from the west.
An Ogre enters from the west.

< 1319h/1319H 168v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 

< 1319h/1319H 168v/260V Pos: standing >

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

< 1319h/1319H 167v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Road
</map>
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 

< 1319h/1319H 166v/260V Pos: standing >

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

< 1319h/1319H 166v/260V Pos: standing >
The door seems to be closed.

< 1319h/1319H 166v/260V Pos: standing >
The door seems to be closed.

< 1319h/1319H 166v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Cobblestone Intersection
</map>
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East  -South -West 

< 1319h/1319H 165v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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

< 1319h/1319H 165v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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
An agitated commoner walks the road.
An agitated commoner walks the road.

< 1319h/1319H 164v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Town Center
</map>
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.

< 1319h/1319H 163v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
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 

< 1319h/1319H 163v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
A shady chemist peers at you.(Red Aura)

< 1319h/1319H 162v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>

<map>
Zone: Nax.
Room: A Discreet Herbal Sanctuary
</map>
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!
This area seems to be devoid of magic!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.

< 1319h/1319H 161v/260V Pos: standing >
Alas, you cannot go that way. . . .

< 1319h/1319H 161v/260V Pos: standing >
Alas, you cannot go that way. . . .

< 1319h/1319H 162v/260V Pos: standing >
Alas, you cannot go that way. . . .

< 1319h/1319H 162v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
A shady chemist peers at you.(Red Aura)

< 1319h/1319H 162v/260V Pos: standing >

<map>
Zone: Nax.
Room: A Meat Shop
</map>

<map>
Zone: Nax.
Room: A Meat Shop
</map>
A Meat Shop
   Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East 
Brukish, the meat grinder, chops some meat.

< 1319h/1319H 161v/260V Pos: standing >
Alas, you cannot go that way. . . .

< 1319h/1319H 162v/260V Pos: standing >
You quickly scan the area.
A shady chemist who is close by to your east.

< 1319h/1319H 164v/260V Pos: standing >
You quickly scan the area.
A Troll who is close by to your east.
An Ogre who is close by to your east.
A Drider who is close by to your east.
A Duergar who is close by to your east.
A Githyanki who is close by to your east.
A shady chemist who is close by to your east.

< 1319h/1319H 164v/260V Pos: standing >

< 1319h/1319H 164v/260V Pos: standing >

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>

<map>
Zone: Nax.
Room: Small Cobblestone Road
</map>
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
A shady chemist peers at you.(Red Aura)
A Drider skitters in from the south.
An Ogre enters from the south.
A Drider snaps into visibility.
You are knocked to the ground by a Drider's skillful bash!
A Duergar suddenly attacks YOU!
-=[A Duergar's crush grazes you.]=-
A Troll snaps into visibility.
-=[A Troll's impressive pierce wounds you.]=-
An Ogre snaps into visibility.
An Ogre trips over you, in a futile attempt to slam you down even further.

< 1290h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 A Drider parries your futile lunge at him.
A Drider dodges your futile attack.
A Drider parries your futile lunge at him.
A Drider snaps into visibility.
[Damage:  1 ] -=[Your weak crush grazes a Drider.]=-

< 1290h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: few scratches >
 A shady chemist leaves south.

< 1290h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 A Troll snaps into visibility.
-=[A Troll's impressive slash wounds you.]=-
You dodge a Troll's vicious attack.
-=[A Troll's impressive pierce wounds you.]=-
You block a Troll's lunge at you.
-=[A Troll's impressive slash wounds you.]=-
-=[A Troll's impressive slash wounds you.]=-

< 1220h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 
< 1220h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 
< 1220h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 A Drider snaps into visibility.
-=[A Drider's bludgeon grazes you.]=-
You block a Drider's lunge at you.
You block a Drider's lunge at you.
-=[A Drider's fine bludgeon grazes you.]=-

< 1200h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:few scratches E: A Drider sta EP: excellent >
 -=[A Duergar's impressive crush wounds you.]=-
You dodge a Duergar's vicious attack.

< 1182h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: small wounds E: A Drider sta EP: excellent >
 A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-
The heat damages your muscles, you feel less dexterous.
A Drider dodges your futile attack.
A Drider parries your futile lunge at him.
A Drider blocks your futile lunge at him.
Sparks...  flashing lights...  you cannot concentrate!
You miss a Drider.
A Drider snaps into visibility.

< 1056h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: small wounds E: A Drider sta EP: excellent >
 You block a Troll's lunge at you.
A Troll snaps into visibility.
-=[A Troll's impressive pierce wounds you.]=-
-=[A Troll's impressive pierce wounds you.]=-
-=[A Troll's impressive slash wounds you.]=-
-=[A Troll's impressive slash wounds you.]=-
-=[A Troll's slash wounds you.]=-

< 967h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Duergar starts casting an offensive spell.

< 967h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the words 'jiparl xafe'
-=[You are sent reeling by a Duergar's unholy word.]=-

< 918h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-

< 795h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Duergar starts casting an offensive spell.

< 795h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Drider snaps into visibility.
-=[A Drider's bludgeon wounds you.]=-
You block a Drider's lunge at you.
-=[A Drider's impressive bludgeon strikes you.]=-
-=[A Drider's bludgeon wounds you.]=-

< 751h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A faint hum can be heard from Doombringer, the sword of chaos carried by an Ogre.

< 751h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A faint hum can be heard from the shadowy crown of damnation carried by a Duergar.

< 751h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A faint hum can be heard from sunblade, longsword of Justice carried by a Troll.
A Duergar completes his spell...
A Duergar utters the words 'yjrr pabraw'
-=[A Duergar calls down a blast of might from Diinkarazan at you, ouch!]=-

< 702h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 702h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: few wounds E: A Drider sta EP: excellent >
 A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-
-=[A Duergar's fine crush wounds you.]=-
You dodge a Duergar's vicious attack.
Sorry, you aren't allowed to do that in combat.

< 573h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sta EP: excellent >
 A Drider blocks your futile lunge at him.
A Drider dodges your futile attack.
A Drider parries your futile lunge at him.
A Drider parries your futile lunge at him.
A Drider snaps into visibility.
Sorry, you aren't allowed to do that in combat.

< 573h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 573h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sta EP: excellent >
 A Troll snaps into visibility.
-=[A Troll's impressive slash strikes you.]=-
-=[A Troll's pierce strikes you.]=-
-=[A Troll's impressive pierce strikes you.]=-
-=[A Troll's impressive slash strikes you.]=-
-=[A Troll's powerful slash strikes you.]=-
-=[A Troll's impressive slash strikes you.]=-
Sorry, you aren't allowed to do that in combat.
A Drider snaps into visibility.
You dodge a bash from a Drider, who loses his balance and falls.
A Duergar starts casting a spell.

< 446h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sit EP: excellent >
 You scramble madly to your feet!
Blinding pain rushes over you as a Troll crushes your nose with his knee.
A Troll snaps into visibility.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 404h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sit EP: excellent >
 
< 404h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: nasty wounds E: A Drider sit EP: excellent >
 A Duergar completes his spell...
A Duergar utters the words 'yjrr pabraw'
-=[A Duergar calls down a blast of might from Diinkarazan at you, ouch!]=-

< 357h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC:pretty hurt E: A Drider sit EP: excellent >
 A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-

< 184h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: awful E: A Drider sit EP: excellent >
 You block a Drider's lunge at you.
A Drider snaps into visibility.
-=[A Drider's bludgeon strikes you.]=-
A Drider's mace of light and darkness flares with darkness, unleashing the wrath of the underworld upon _YOU_!
-=[Pain unlike you have ever felt before permeates your body.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drider's bludgeon strikes you hard.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drider's fine bludgeon strikes you hard.]=-
You wish that your wounds would stop BLEEDING so much!

< 92h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: awful E: A Drider sit EP: excellent >
 A Duergar starts casting an offensive spell.

< 92h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: awful E: A Drider sit EP: excellent >
 A Duergar completes his spell...
A Duergar utters the words 'yrawz ghfutz'
You wish that your wounds would stop BLEEDING so much!
-=[A Duergar calls down a roaring flamestrike which hits you dead on!]=-
You wish that your wounds would stop BLEEDING so much!

< 55h/1319H 164v/260V Pos: sitting >
< T: Ath TP: sit TC: awful E: A Drider sit EP: excellent >
 A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your heavy iron shield shattered in bits as the tortured body spasms and quivers!
Your some durethium armplates shattered in bits as the tortured body spasms and quivers!
Your blackened eyepatch of the minotaur shattered in bits as the tortured body spasms and quivers!
Your pair of silver earrings with red rubies shattered in bits as the tortured body spasms and quivers!
Your dangling earring of crystal shattered in bits as the tortured body spasms and quivers!
Your black leather belt embossed with a silver cresent moon shattered in bits as the tortured body spasms and quivers!