The death of [24 Necromancer] Based (Drow Elf)

in A Cobblestone Road

from the perspective of [24 Necromancer] Based (Drow Elf)

<worn on head>       a crown of the gnomes
<worn in ear>        an earring of angels
<worn around neck>   the collar of firestones
<worn on body>       an angelic dragonscale robe
<worn about waist>   a brutal bronze belt
<worn on belt buckle>a patched hemp belt buckle
<worn on finger>     a soft feathered ring
<worn on finger>     the royal ring of Aravne [superior] (glowing)
<primary weapon>     a black staff headed with a goat skull [poor] (glowing)
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       a pair of flayed illithid hide leggings (glowing)


Active Spells:
--------------
levitate (1 minute)
accelerated healing (22 minutes)
strength (5 minutes)
sense follower (9 minutes)
elephantstrength (29 minutes)
hawkvision (8 minutes)
lionrage (9 minutes)
well-rested bonus (137 minutes)


< 212h/212H 134v/134V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - levitate
               1 - fireshield
               2 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  3 - animate dead
               3 - embalm
               1 - sense follower
( 2nd circle)  4 - chill touch
               3 - sleep
( 1st circle)  2 - minor creation
               6 - slashing darkness

You can memorize no more spells.

< 212h/212H 134v/134V Pos: sitting >

< 212h/212H 134v/134V Pos: sitting >
It stops snowing.

< 212h/212H 134v/134V Pos: sitting >

< 212h/212H 134v/134V Pos: sitting >
You clamber to your feet.

< 212h/212H 134v/134V Pos: standing >
You start chanting...

< 212h/212H 134v/134V Pos: standing >
Casting: sense follower 

< 212h/212H 134v/134V Pos: standing >
You complete your spell...

< 212h/212H 134v/134V Pos: standing >
You are carrying: (1/10)
a spellbook

< 212h/212H 134v/134V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       a crown of the gnomes
<worn on eyes>       
<worn in ear>        an earring of angels
<worn in ear>        an earring of angels
<worn on face>       
<worn around neck>   a flaming emerald necklace
<worn around neck>   the collar of firestones
<worn on body>       an angelic dragonscale robe
<worn about body>    
<worn on back>       
<worn as quiver>     
<worn about waist>   a brutal bronze belt
<worn on belt buckle>a patched hemp belt buckle
<attached to belt>   
<attached to belt>   
<worn on arms>       
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     a soft feathered ring
<worn on finger>     the royal ring of Aravne [superior] (glowing)
<primary weapon>     a black staff headed with a goat skull [poor] (glowing)
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       a pair of flayed illithid hide leggings (glowing)
<worn on feet>       

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (1 minute)
accelerated healing (22 minutes)
strength (5 minutes)
sense follower (24 minutes)
elephantstrength (29 minutes)
hawkvision (8 minutes)
lionrage (9 minutes)
well-rested bonus (137 minutes)


< 212h/212H 134v/134V Pos: standing >
An agitated minotaur leaves east.

< 212h/212H 134v/134V Pos: standing >

1st CIRCLE:
detect magic                [in spellbook]
minor creation              [in spellbook]
preserve                    [in spellbook]
protection from undead      [in spellbook]
slashing darkness           [in spellbook]

2nd CIRCLE:
chill touch                 [in spellbook]
protection from cold        [in spellbook]
protection from living      [in spellbook]
sleep                       [in spellbook]
vampiric touch              [in spellbook]

3rd CIRCLE:
animate dead                [in spellbook]
dispel magic                [in spellbook]
embalm                      [in spellbook]
sense follower              [in spellbook]

4th CIRCLE:
life leech                  [in spellbook]
rejuvenate minor            [in spellbook]
strength                    [in spellbook]
wither                      [in spellbook]

5th CIRCLE:
coldshield                  [in spellbook]
concealment                 [in spellbook]
feeblemind                  [in spellbook]
fireshield                  [in spellbook]
heal undead                 [in spellbook]
levitate                    [in spellbook]
raise spectre               [in spellbook]
teleport                   

6th CIRCLE:
cone of cold               
enervation                 
minor globe of invulnerability  
rejuvenate major           
vitalize undead            

7th CIRCLE:
protect undead             
raise wraith               
reveal true name           

8th CIRCLE:
detect invisibility        
dispel invisible           
haste                      
improved invisibility      
negative concussion blast  

9th CIRCLE:
age                        
dimension door             
energy drain               
globe of darkness          
raise vampire              
undeath to death           

10th CIRCLE:
blackmantle                
cloak of fear              
compact corpse             
fly                        
mass embalm                
raise lich                 
vampiric trance            

11th CIRCLE:
corpseform                 
create dracolich           
power word kill            
summon ghasts              

12th CIRCLE:
create greater dracolich   


< 212h/212H 134v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An agitated commoner walks the road.
An agitated commoner walks the road.

< 212h/212H 133v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 133v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 133v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 133v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 133v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
Pardon?

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
An agitated minotaur leaves north.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
Pardon?

< 212h/212H 134v/134V Pos: standing >
You are carrying: (1/10)
a spellbook

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (less than a minute remaining)
accelerated healing (21 minutes)
strength (4 minutes)
sense follower (23 minutes)
elephantstrength (28 minutes)
hawkvision (7 minutes)
lionrage (8 minutes)
well-rested bonus (136 minutes)


< 212h/212H 134v/134V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       a crown of the gnomes
<worn on eyes>       
<worn in ear>        an earring of angels
<worn in ear>        an earring of angels
<worn on face>       
<worn around neck>   a flaming emerald necklace
<worn around neck>   the collar of firestones
<worn on body>       an angelic dragonscale robe
<worn about body>    
<worn on back>       
<worn as quiver>     
<worn about waist>   a brutal bronze belt
<worn on belt buckle>a patched hemp belt buckle
<attached to belt>   
<attached to belt>   
<worn on arms>       
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     a soft feathered ring
<worn on finger>     the royal ring of Aravne [superior] (glowing)
<primary weapon>     a black staff headed with a goat skull [poor] (glowing)
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       a pair of flayed illithid hide leggings (glowing)
<worn on feet>       

< 212h/212H 134v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (less than a minute remaining)
accelerated healing (21 minutes)
strength (4 minutes)
sense follower (23 minutes)
elephantstrength (28 minutes)
hawkvision (7 minutes)
lionrage (8 minutes)
well-rested bonus (136 minutes)


< 212h/212H 134v/134V Pos: standing >
You are already standing.

< 212h/212H 134v/134V Pos: standing >
Alas, you cannot go that way. . . .

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (less than a minute remaining)
accelerated healing (21 minutes)
strength (4 minutes)
sense follower (23 minutes)
elephantstrength (28 minutes)
hawkvision (7 minutes)
lionrage (8 minutes)
well-rested bonus (136 minutes)


< 212h/212H 134v/134V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       a crown of the gnomes
<worn on eyes>       
<worn in ear>        an earring of angels
<worn in ear>        an earring of angels
<worn on face>       
<worn around neck>   a flaming emerald necklace
<worn around neck>   the collar of firestones
<worn on body>       an angelic dragonscale robe
<worn about body>    
<worn on back>       
<worn as quiver>     
<worn about waist>   a brutal bronze belt
<worn on belt buckle>a patched hemp belt buckle
<attached to belt>   
<attached to belt>   
<worn on arms>       
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     a soft feathered ring
<worn on finger>     the royal ring of Aravne [superior] (glowing)
<primary weapon>     a black staff headed with a goat skull [poor] (glowing)
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       a pair of flayed illithid hide leggings (glowing)
<worn on feet>       

< 212h/212H 134v/134V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -South -West 
An agitated commoner walks the road.

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 83%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (less than a minute remaining)
accelerated healing (21 minutes)
strength (4 minutes)
sense follower (23 minutes)
elephantstrength (28 minutes)
hawkvision (7 minutes)
lionrage (8 minutes)
well-rested bonus (136 minutes)


< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.
An commoner walks the road, intent on his destination.

< 212h/212H 133v/134V Pos: standing >
An commoner leaves west.

< 212h/212H 133v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An agitated commoner walks the road.

< 212h/212H 132v/134V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>    
<worn on head>       a crown of the gnomes
<worn on eyes>       
<worn in ear>        an earring of angels
<worn in ear>        an earring of angels
<worn on face>       
<worn around neck>   a flaming emerald necklace
<worn around neck>   the collar of firestones
<worn on body>       an angelic dragonscale robe
<worn about body>    
<worn on back>       
<worn as quiver>     
<worn about waist>   a brutal bronze belt
<worn on belt buckle>a patched hemp belt buckle
<attached to belt>   
<attached to belt>   
<worn on arms>       
<worn around wrist>  
<worn around wrist>  
<worn on hands>      
<worn on finger>     a soft feathered ring
<worn on finger>     the royal ring of Aravne [superior] (glowing)
<primary weapon>     a black staff headed with a goat skull [poor] (glowing)
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       a pair of flayed illithid hide leggings (glowing)
<worn on feet>       

< 212h/212H 132v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 132(134)
Coins carried:   19 platinum     9 gold     4 silver     1 copper
Compression ratio: 83%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
levitate (less than a minute remaining)
accelerated healing (21 minutes)
strength (4 minutes)
sense follower (23 minutes)
elephantstrength (28 minutes)
hawkvision (7 minutes)
lionrage (8 minutes)
well-rested bonus (136 minutes)


< 212h/212H 132v/134V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -South -West 
An agitated commoner walks the road.

< 212h/212H 134v/134V Pos: standing >
You feel heavier and stop levitating.
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
An agitated commoner walks the road.
Gonx, the banker, settles his eyes upon his new patrons.

< 212h/212H 133v/134V Pos: standing >
Your account contains:
    52 platinum, 99 gold, 2 silver, 7 copper coins.

< 212h/212H 134v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An agitated commoner walks the road.

< 212h/212H 133v/134V Pos: standing >

< 212h/212H 133v/134V Pos: standing >
You quickly scan the area.
An commoner who is close by to your north.
An agitated minotaur who is close by to your north.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
An commoner who is close by to your south.
An agitated minotaur who is close by to your west.
Gonx who is close by to your west.

< 212h/212H 133v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East # -South -West 
An commoner walks the road, intent on his destination.
An agitated commoner walks the road.

< 212h/212H 132v/134V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your south.
An commoner who is not far off to your south.
Brukish who is close by to your west.

< 212h/212H 132v/134V Pos: standing >
Ok.

< 212h/212H 134v/134V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
A drunk minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
An agitated minotaur who is close by to your south.
An agitated minotaur who is close by to your south.
An commoner who is not far off to your south.
Brukish who is close by to your west.

< 212h/212H 134v/134V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   

< 212h/212H 133v/134V 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.
An commoner who is close by to your west.
An agitated minotaur who is close by to your west.
Brukish who is not far off to your west.
Grym who is close by above you.

< 212h/212H 133v/134V Pos: standing >
Autosaving...
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 212h/212H 132v/134V Pos: standing >
You quickly scan the area.
A drunk minotaur who is close by to your east.
A drunken minotaur who is close by to your east.
A drunken minotaur who is close by to your east.
Syrm who is close by to your east.
An commoner who is not far off to your west.
An agitated minotaur who is not far off to your west.
Brukish who is a brief walk away to your west.

< 212h/212H 132v/134V Pos: standing >
The Brawling Foot Inn
   A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East  -West  -Up   

< 212h/212H 133v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East  -South -West 
An commoner walks the road, intent on his destination.
An agitated commoner walks the road.

< 212h/212H 132v/134V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
A drunk minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
An agitated minotaur who is close by to your south.
An agitated minotaur who is close by to your south.
An commoner who is not far off to your south.
Brukish who is close by to your west.

< 212h/212H 134v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 
An agitated commoner walks the road.
An agitated commoner walks the road.

< 212h/212H 133v/134V Pos: standing >
Who do you want to scare?

< 212h/212H 133v/134V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.
An commoner walks the road, intent on his destination.

< 212h/212H 132v/134V Pos: standing >

< 212h/212H 133v/134V Pos: standing >
An commoner leaves south.

< 212h/212H 134v/134V Pos: standing >
Pardon?

< 212h/212H 134v/134V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 212h/212H 134v/134V Pos: standing >
An agitated minotaur enters from the north.

< 212h/212H 134v/134V Pos: standing >
An agitated minotaur leaves east.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
An agitated minotaur enters from the west.

< 212h/212H 134v/134V Pos: standing >
An agitated minotaur leaves north.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
Better get inside - this is too cold for man or -most- beasts.

< 212h/212H 134v/134V Pos: standing >
You feel less strong.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
Autosaving...

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
The sun rises over the northern horizon.

< 212h/212H 134v/134V Pos: standing >
An commoner enters from the south.

< 212h/212H 134v/134V Pos: standing >
A Town Center
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.
An commoner walks the road, intent on his destination.

< 212h/212H 134v/134V Pos: standing >

		Score information for Based

Level: 24   Race: Drow Elf   Class: Necromancer Sex: Female
Hit points: 212(212)  Moves: 134(134)
Coins carried:   69 platinum     9 gold     4 silver     1 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   17
Detecting:      Evil
Enchantments:   Hawkvision Ultravision Levitation
Herbs:          Medicus
Combat Pulse:   17 Spell Pulse:  0.82 
Leaderboard Points:  235 

Active Spells:
--------------
accelerated healing (16 minutes)
sense follower (18 minutes)
elephantstrength (23 minutes)
hawkvision (2 minutes)
lionrage (3 minutes)
well-rested bonus (131 minutes)


< 212h/212H 134v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West 

< 212h/212H 133v/134V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
An commoner who is close by to your south.
Gonx who is close by to your west.

< 212h/212H 133v/134V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East  -South -West 
A small stream provides fresh water for all.

< 212h/212H 132v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An commoner walks the road, intent on his destination.

< 212h/212H 131v/134V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
A meditating shaman who is rather far off to your north.
A reeling minotaur shaman who is rather far off to your north.

< 212h/212H 132v/134V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 212h/212H 133v/134V Pos: standing >
You quickly scan the area.
An commoner who is close by to your north.
An agitated minotaur who is rather far off to your north.
A meditating shaman who is in the distance to your north.
A reeling minotaur shaman who is in the distance to your north.

< 212h/212H 133v/134V Pos: standing >
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 

< 212h/212H 132v/134V Pos: standing >
You quickly scan the area.
An commoner who is not far off to your north.
An agitated minotaur who is in the distance to your north.
A fluffy bunny who is a brief walk away to your east.

< 212h/212H 132v/134V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -East  -West 

< 212h/212H 133v/134V Pos: standing >
You quickly scan the area.
A fluffy bunny who is not far off to your east.

< 212h/212H 133v/134V Pos: standing >
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 

< 212h/212H 132v/134V Pos: standing >
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 #

< 212h/212H 131v/134V Pos: standing >
Pardon?

< 212h/212H 132v/134V 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 

< 212h/212H 133v/134V Pos: standing >
Who do you want to scare?

< 212h/212H 133v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
The day has begun.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
You feel less like a hawk and more like your normal self.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
You feel less like a lion and more like your normal self.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
Autosaving...

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
It stops snowing.

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >

< 212h/212H 134v/134V Pos: standing >
A Barbarian snaps into visibility.
-=[Out of nowhere, a Barbarian stabs you in the back.]=-
OUCH!  That really did HURT!

< 118h/212H 134v/134V Pos: standing >
< T: Based TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
 You miss a Barbarian.
A Barbarian snaps into visibility.
-=[A Barbarian's slash strikes you very hard.]=-
-=[A Barbarian's impressive pierce strikes you very hard.]=-
-=[A Barbarian's impressive slash seriously wounds you.]=-
-=[A Barbarian's impressive slash seriously wounds you.]=-

< 51h/212H 134v/134V Pos: standing >
< T: Based TP: sta TC:pretty hurt E: A Barbarian sta EP: excellent >
 A faint hum can be heard from the sword of fire and flame carried by someone.

< 51h/212H 134v/134V Pos: standing >
< T: Based TP: sta TC:pretty hurt E: someone sta EP: excellent >
 A Barbarian snaps into visibility.
A Barbarian tries to tackle you and misses completely, making a nice dent in her forehead and the ground!

< 51h/212H 134v/134V Pos: standing >
< T: Based TP: sta TC:pretty hurt E: A Barbarian kne EP: excellent >
 You miss someone.
A Barbarian snaps into visibility.

< 51h/212H 134v/134V Pos: standing >
< T: Based TP: sta TC:pretty hurt E: A Barbarian kne EP: excellent >
 A Barbarian snaps into visibility.
-=[A Barbarian's impressive slash enshrouds you in a mist of blood.]=-
-=[A Barbarian's pierce enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Barbarian's slash causes you to grimace in pain.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[A Barbarian's impressive slash hits you.]=-
Your flaming emerald necklace was completely destroyed by the massive blow!
Your earring of angels was completely destroyed by the massive blow!