The death of [28 Mercenary] Daffyn (Minotaur)

in A Broken-down Shack

from the perspective of [28 Mercenary] Daffyn (Minotaur)

<worn around neck>   a holy silver medallion [poor]
<worn about body>    a white robe
<worn on back>       a large leather backpack
<worn on hands>      a pair of sparkled mesh gloves [poor]
<secondary weapon>   a thin steel dagger
<worn on legs>       some white leggings


   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 

< 274h/616H 171v/172V 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   
A horse eats some oats.

< 275h/616H 170v/172V Pos: standing >
Now where did that chicken go?

< 276h/616H 172v/172V Pos: standing >
You do not see that here.

< 276h/616H 172v/172V Pos: standing >
[Damage:  5 ] -=[Your impressive pierce strikes a horse.]=-

< 277h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP: few scratches >
 You dodge a horse's vicious attack.
You dodge a horse's vicious attack.
You narrowly avoid a horse's hooves!

< 277h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP: few scratches >
 -=[Ouch, that seriously hurt!]=-

< 276h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP: few scratches >
 -=[A horse's impressive thrash strikes you.]=-

< 266h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP: few scratches >
 A horse dodges your futile attack.
[Damage:  5 ] -=[Your impressive pierce strikes a horse hard.]=-
A horse dodges your futile attack.

< 266h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP:  small wounds >
 You're still spinning in circles from your last headbutt.

< 266h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP:  small wounds >
 You dodge a horse's vicious attack.
You dodge a horse's vicious attack.
-=[A horse shifts its weight and viciously slams its rear hooves into you with a stunning force!]=-

< 240h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP:  small wounds >
 You're still spinning in circles from your last headbutt.

< 240h/616H 172v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: horse sta EP:  small wounds >
 [Damage: 51 ] -=[You slam your head into a horse, leaving a huge, red swollen lump.]=-
A horse is mortally wounded, and will die soon, if not aided.

< 240h/616H 172v/172V Pos: standing >
<[Damage:  5 ] -=[Your impressive pierce hits a horse.]=-
A horse is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a horse's gurgling and choking signals its demise.

< 240h/616H 172v/172V Pos: standing >
The corpse of a horse appears to be empty.

< 240h/616H 172v/172V Pos: standing >
You are not using it.

< 240h/616H 172v/172V Pos: standing >
You put 1 items into a large leather backpack.

< 240h/616H 172v/172V Pos: standing >
You don't have anything to put in it.

< 240h/616H 172v/172V Pos: standing >
You strap a large leather backpack on your back.

< 240h/616H 172v/172V Pos: standing >
A large leather backpack contains:

a white robe
a pair of shoes [superior]
[6] a small bandage

< 240h/616H 172v/172V Pos: standing >
The Brawling Foot Inn
Obvious exits: -East  -West  -Up   
A few drops of fresh blood are scattered around the area.
The corpse of a horse is lying here.

< 241h/616H 172v/172V Pos: standing >
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 241h/616H 171v/172V Pos: standing >
The Brawling Foot Tavern
   Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends.  This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West 
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.

< 241h/616H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 241h/616H 171v/172V Pos: standing >
Sorry, but you cannot do that here!

< 242h/616H 172v/172V Pos: standing >
The Commonroom of the Brawling Foot Inn
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East  -West 

< 243h/616H 171v/172V 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   
A few drops of fresh blood are scattered around the area.
The corpse of a horse is lying here.

< 243h/616H 170v/172V 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 

< 243h/616H 170v/172V Pos: standing >
A Discreet Herbal Sanctuary
  Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls.  It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
A shaman minotaur meditates quietly in the corner.
A minotaur puffs on his pipe as he blinks curiously at you.

< 244h/616H 171v/172V Pos: standing >
You can buy:
 1) A large medicated bandage                     for 11 platinum.
 2) A gauze tourniquet bandage                    for 4 platinum, and 4 g.
 3) A gauze bandage                               for 1 platinum, and 1 g.
 4) Some henbane leaves and flowers               for 6 c.
 5) A sack of strange herbs                       for 1 platinum, 4 s, and 5 c.
 6) A bunch of dried herbs                        for 1 s, and 1 c.
 7) A green herb                                  for 7 s, and 2 c.
 8) A pile of herb true-love roots                for 8 c.
 9) A marbled quartz totem                        for 4 platinum, 8 g, 3 s, and 3 c.
10) A squat obsidian totem                        for 3 platinum, 7 g, 3 s, and 3 c.
11) A firwood bear totem                          for 2 platinum, 6 g, 3 s, and 1 c.

< 244h/616H 171v/172V 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 

< 250h/616H 170v/172V 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 

< 250h/616H 169v/172V 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.

< 250h/616H 169v/172V 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

< 250h/616H 168v/172V 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

< 250h/616H 168v/172V 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 

< 250h/616H 168v/172V 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 

< 251h/616H 168v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 251h/616H 169v/172V 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 
An commoner walks the road, intent on his destination.

< 251h/616H 169v/172V 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  -South# -West 

< 251h/616H 168v/172V 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 

< 251h/616H 168v/172V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East  -West 
A drunk minotaur staggers about.

< 251h/616H 168v/172V 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 

< 251h/616H 168v/172V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West 

< 251h/616H 167v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 252h/616H 168v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 252h/616H 168v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 252h/616H 168v/172V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 252h/616H 168v/172V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East 

< 252h/616H 169v/172V 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 

< 252h/616H 169v/172V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East  -West 

< 253h/616H 168v/172V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East  -West 

< 253h/616H 169v/172V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
A small snake swims in the swamp.

< 253h/616H 168v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 253h/616H 168v/172V Pos: standing >
Inside a Patch of Tall Reeds
   The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
The corpse of a Minotaur is lying here.
A carnivorous plant opens its jaws.

< 253h/616H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 253h/616H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 253h/616H 170v/172V Pos: standing >
A carnivorous plant suddenly attacks YOU!
-=[A carnivorous plant's bite strikes you.]=-

< 237h/616H 170v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: plant sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 237h/616H 170v/172V Pos: standing >
< T: Daffyn TP: sta TC: nasty wounds E: plant sta EP: excellent >
 You attempt to flee...
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
A small snake swims in the swamp.
You flee northward!

< 237h/616H 148v/172V Pos: standing >
A small snake leaves west.

< 238h/616H 157v/172V Pos: standing >
Inside a Patch of Tall Reeds
   The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
The corpse of a Minotaur is lying here.
A carnivorous plant opens its jaws.

< 239h/616H 161v/172V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West 
You drag the corpse of Daffyn along behind you.

< 239h/616H 155v/172V Pos: standing >
The corpse of Daffyn appears to be empty.

< 240h/616H 160v/172V Pos: standing >
Ye haven't the time, nor the energy to dig such a deep hole.

< 242h/616H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 243h/616H 172v/172V Pos: standing >
In the Muck
Obvious exits: -North -South -West 
The corpse of a Minotaur is lying here.

< 244h/616H 172v/172V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East  -South

< 244h/616H 171v/172V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East  -West 
A small snake swims in the swamp.

< 244h/616H 170v/172V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East  -West 

< 245h/616H 170v/172V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East  -West 
Two large boulders with rope strung around them anchor a bridge.

< 245h/616H 169v/172V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East  -West  -Down 

< 245h/616H 170v/172V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East  -West 
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 245h/616H 170v/172V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East  -West 

< 246h/616H 171v/172V Pos: standing >
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West 

< 246h/616H 170v/172V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East  -South

< 246h/616H 171v/172V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East  -West 

< 247h/616H 170v/172V Pos: standing >
 
  MMM^^..^.   
 ^MMM^.....*  
 MMM^^.....*  
 MMM^^@....*  
 ^MM^^^^^.**  
 ^MMM^..^^**  
  MMM^^****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 170v/172V Pos: standing >
 
  MM^^..^.*   
 MMM^.....**  
 MM^^.....**  
 MM^^.@...**  
 MM^^^^^.***  
 MMM^..^^***  
  MM^^*****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 169v/172V Pos: standing >
 
  M^^..^.**   
 MM^.....***  
 M^^.....***  
 M^^..@..***  
 M^^^^^.****  
 MM^..^^****  
  M^^******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 167v/172V Pos: standing >
 
  ^^..^.***   
 M^.....****  
 ^^.....****  
 ^^...@.****  
 ^^^^^.*****  
 M^..^^*****  
  ^^*******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 165v/172V Pos: standing >
 
  ^.....***   
 ^^.....****  
 ^^.....****  
 ^^^^^@*****  
 M^..^^*****  
 M^^********  
  ^^^******   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 165v/172V Pos: standing >
 
  ^.....***   
 ^^.....****  
 ^^^^^.*****  
 M^..^@*****  
 M^^********  
 M^^^*******  
  M^^^*****   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East  -South -West 

< 247h/616H 163v/172V Pos: standing >
 
 .^^**  
 **@**  
 ^****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 247h/616H 161v/172V Pos: standing >
 
 *****  
 ^*@**  
 ^^***  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 248h/616H 160v/172V Pos: standing >
 
 ^****  
 ^^@**  
 ^^^^*  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East  -South -West 

< 248h/616H 158v/172V Pos: standing >
 
  ^^*******   
 M^^^*******  
 MM^^^******  
 MMM^^@^****  
 ^^MMMM...**  
 ^^^^..^.^^.  
  ^^^^.^..^   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East  -South -West 

< 248h/616H 156v/172V Pos: standing >
 
  M^^******   
 MM^^^******  
 MMM^^^*****  
 ^MMM^@^^***  
 ^^^MMMM...*  
 .^^^^..^.^^  
  .^^^^.^..   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East  -South -West 

< 248h/616H 154v/172V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East  -Down 

< 248h/616H 153v/172V Pos: standing >
 
  MM^..^^**   
 MMM^^******  
 ^MM^^^*****  
 ^MMM^@^****  
 ^^MMM^^^^**  
 ^^^^MMMM...  
  .^^^^..^.   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East  -South -West 

< 249h/616H 154v/172V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East  -Down 

< 249h/616H 154v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 249h/616H 155v/172V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up    -Down 
A ragged black squirrel shuffles slowly through the grass.

< 249h/616H 155v/172V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up    -Down 

< 250h/616H 156v/172V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up   

< 250h/616H 156v/172V Pos: standing >
Entrance of a Small Abandoned Settlement
   The trail abruptly stops at the edge of a clearing.  Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
a broken wooden gate lies to the side here.
A little blue snake slithers through the grass.

< 250h/616H 155v/172V Pos: standing >
Pitted Path Leading to the Village
   This path is pocked and pitted with old ruts.  The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
A little blue snake slithers through the grass.

< 250h/616H 156v/172V Pos: standing >
An Intersection of Paths
   The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself.  The way out of this foreboding area
is to the south.
Obvious exits: -North -East  -South -West 
A tiny bony chipmunk darts around with tail aflicker.

< 251h/616H 156v/172V Pos: standing >
The Abandoned House of Elders
   This house appears to have been abandoned after the attacks of whatever
it was that destroyed most of the town.  The previous tenants had
obviously left in a hurry because there still remains many personal
items and furnishings, including a couch, chairs, tapestries on the walls
even dishes on the dining table.  A little black mouse scurries out
from under your feet.
The only exits are to the east, south and back the way you came to the
west.
Obvious exits: -East  -South -West 
A ragged black squirrel shuffles slowly through the grass.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.

< 251h/616H 158v/172V Pos: standing >
Bottom of the Spiral Staircase
   Here you see the bottom of a spiral staircase heading up to the
attic.  The stairs are shaky and you wonder if you can make it to
top?  If one were to look closely, you'd see fine cracks in the walls,
flakes of plaster falling from the ceiling..
Obvious exits: -West  -Up   
A small black mouse scurries over the floor, continuing as tho still alive.

< 252h/616H 159v/172V Pos: standing >
The Stairway Continues
   The Staircase continues its way up.  If I were you, I would step
very carefully on the fragile treads.....Up ahead you can see the
darkness of the attic.
Obvious exits: -Up    -Down 

< 252h/616H 160v/172V Pos: standing >
Bottom of the Spiral Staircase
   Here you see the bottom of a spiral staircase heading up to the
attic.  The stairs are shaky and you wonder if you can make it to
top?  If one were to look closely, you'd see fine cracks in the walls,
flakes of plaster falling from the ceiling..
Obvious exits: -West  -Up   
A small black mouse scurries over the floor, continuing as tho still alive.

< 252h/616H 161v/172V Pos: standing >
The Abandoned House of Elders
   This house appears to have been abandoned after the attacks of whatever
it was that destroyed most of the town.  The previous tenants had
obviously left in a hurry because there still remains many personal
items and furnishings, including a couch, chairs, tapestries on the walls
even dishes on the dining table.  A little black mouse scurries out
from under your feet.
The only exits are to the east, south and back the way you came to the
west.
Obvious exits: -East  -South -West 
A ragged black squirrel shuffles slowly through the grass.
A small black mouse scurries over the floor, continuing as tho still alive.
A small black mouse scurries over the floor, continuing as tho still alive.

< 253h/616H 164v/172V Pos: standing >
An Intersection of Paths
   The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself.  The way out of this foreboding area
is to the south.
Obvious exits: -North -East  -South -West 
A tiny bony chipmunk darts around with tail aflicker.

< 254h/616H 166v/172V Pos: standing >
A Broken-down Shack
   This one roomed shack once must have been the home of a transient
field worker, but now it is totally ruined.  The walls are half-
broken down, the floor is nothing but dirt and the roof resembles
nothing more than girders with elderly strands of hay fluttering in
the faint breeze.  There is a broken table in the corner behind which
you can hear faint whimpering sounds.
The only exit out is to the east.
Obvious exits: -East 
an old broken table rests against the wall. [50%]

< 254h/616H 167v/172V Pos: standing >
Someone's body appears to recover from the affects of the potion.

< 255h/616H 172v/172V Pos: standing >
A Shade snaps into visibility.

< 258h/616H 172v/172V Pos: standing >
A Shade completes her spell...
A Shade utters the words 'garbzzsg wuggurz babragruoz'
-=[A Shade's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
A Shade snaps into visibility.
-=[A Shade's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
OUCH!  That really did HURT!
A Shade snaps into visibility.
-=[A Shade's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 59h/616H 172v/172V Pos: standing >
A Shade snaps into visibility.

< 59h/616H 172v/172V Pos: standing >
A Shade completes her spell...
A Shade utters the words 'buoblg qrunsoqpze yugh'
A Shade snaps into visibility.
-=[A Shade's mighty magic fist slams into you!]=-
Your wickedly curved dagger [superior] was completely destroyed by the massive blow!