<floating about head>a dark ioun stone (illuminating)[47h 7m 35s]
<worn as a badge> a frost dragon's eye [superior] (glowing)
<worn on head> a crown of burning flames [superior] (invis)
<worn on eyes> the spectacles of inner vision [superior]
<worn in ear> a golden scale dangling from a platinum chain [superior] (magic) [67%]
<worn in ear> a tiny copper earring of dexterity (magic)
<worn on face> a tribal mask (magic) [73%]
<worn around neck> a grim blood soaked necklace [poor] (magic)
<worn around neck> a necklace of halfling ears [superior] [62%]
<worn on body> a suit of wickedly-barbed devil hide of damage (magic) (humming)
<worn about body> a despair cloak of Vadatorn [superior]
<worn on back> a double-buckled Alatorin backpack [76%]
<worn as quiver> the ancient sheath of *-* Clan BloodLust *-* of constitution with a strange dark bloodstone (magic) (glowing) [57%]
<worn about waist> a belt of body parts [superior] (magic)
<worn on belt buckle>a huge double-bladed axe called 'Skull Splitter' [superior] (magic) [83%]
<worn on arms> the vambraces named "Ebb" of endurance (glowing)
<worn around wrist> a steel wire (magic) (glowing)
<worn around wrist> a bracelet of dracolich hide of endurance (magic) (humming) [79%]
<worn on hands> some black leather gloves with mithril blades [82%]
<worn on finger> an obsidian circle of damage (magic)
<worn on finger> an obsidian circle of damage (magic) [48%]
<primary weapon> the unholy avenger named 'Bloodlust' (magic) (glowing)[47h 7m 35s]
<secondary weapon> Tiamat's poison tail stinger (magic)[47h 7m 31s]
<worn on legs> the leggings of a MaDMaN of endurance (magic) [87%]
<worn on feet> a pair of boots of stealth (magic)
MM^....^.
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
A few glimmers sparkle in the earth here.
< 968h/968H 199v/217V Pos: standing >
The mountains are too treacherous to be scaled. Find another way to pass them.
< 968h/968H 201v/217V Pos: standing >
^^^MMM^^^
^^^MMM^^^.*
^^^.MMM^^.***
^^^MMM^^.****
^^^MMM@^^**^.
^^MMM^^^^..^.
^^MMM^.^....*
MMM^....^.*
MM^^^..^*
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 968h/968H 206v/217V Pos: standing >
^^MMM^^^.
^^.MMM^^.**
^^^MMM^^.****
^^^MMM^^^**^.
^^MMM^@^^..^.
^^MMM^.^....*
^MMM^....^.**
MMM^^^..^**
MM^^.^.**
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 968h/968H 206v/217V Pos: standing >
^.MMM^^.*
^^MMM^^.***
^^^MMM^^^**^.
^^MMM^^^^..^.
^^MMM^@^....*
^MMM^....^.**
^MMM^^^..^***
MMM^^.^.***
M^^..^.**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V Pos: standing >
^MMM^^.**
^^MMM^^^**^
^^MMM^^^^..^.
^^MMM^.^....*
^MMM^.@..^.**
^MMM^^^..^***
MMMM^^.^.****
MM^^..^.***
M^.....**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V Pos: standing >
^MMM^^^**
^MMM^^^^..^
^^MMM^.^....*
^MMM^....^.**
^MMM^^@..^***
MMMM^^.^.****
MMM^^..^.****
MM^.....***
^^.....**
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V Pos: standing >
MMM^^^^..
^MMM^.^....
^MMM^....^.**
^MMM^^^..^***
MMMM^^@^.****
MMM^^..^.****
MMM^.....****
M^^.....***
^^.....**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V Pos: standing >
MMM^.^...
MMM^....^.*
^MMM^^^..^***
MMMM^^.^.****
MMM^^.@^.****
MMM^.....****
MM^^.....****
M^^.....***
^^^^^.***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V Pos: standing >
MM^....^.
MMM^^^..^**
MMMM^^.^.****
MMM^^..^.****
MMM^..@..****
MM^^.....****
MM^^.....****
M^^^^^.****
M^..^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 204v/217V Pos: standing >
MM^^^..^*
MMM^^.^.***
MMM^^..^.****
MMM^.....****
MM^^..@..****
MM^^.....****
MM^^^^^.*****
MM^..^^****
M^^******
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 204v/217V Pos: standing >
MMM^^^..^
MMMM^^.^.**
^MMM^^..^.***
^MMM^.....***
MMM^^.@...***
MMM^^.....***
^MM^^^^^.****
MMM^..^^***
MM^^*****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 206v/217V Pos: standing >
^MMM^^^..
^MMMM^^.^.*
^^MMM^^..^.**
^^MMM^.....**
^MMM^^@....**
^MMM^^.....**
^^MM^^^^^.***
^MMM^..^^**
MMM^^****
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 206v/217V Pos: standing >
MMMM^^.^.
^MMM^^..^.*
^^MMM^.....**
^MMM^^.....**
^MMM^^@....**
^^MM^^^^^.***
^^MMM^..^^***
^MMM^^*****
^MM^^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 968h/968H 205v/217V 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
< 968h/968H 207v/217V 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
< 968h/968H 208v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 210v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 211v/217V 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
< 968h/968H 216v/217V 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
< 968h/968H 215v/217V 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.
< 968h/968H 214v/217V 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
< 968h/968H 214v/217V 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.
< 968h/968H 215v/217V 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
< 968h/968H 216v/217V 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.
A small snake swims in the swamp.
< 968h/968H 215v/217V 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
< 968h/968H 214v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V 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
< 968h/968H 216v/217V 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
< 968h/968H 215v/217V 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
< 968h/968H 214v/217V 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
< 968h/968H 214v/217V 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
< 968h/968H 215v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V 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
< 968h/968H 216v/217V 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
< 968h/968H 215v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 215v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 216v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V 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
< 968h/968H 216v/217V 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
< 968h/968H 215v/217V 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
< 968h/968H 214v/217V 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
< 968h/968H 214v/217V 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
< 968h/968H 215v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V Pos: standing >
Alas, you cannot go that way. . . .
< 968h/968H 217v/217V 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 #
< 968h/968H 216v/217V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
< 968h/968H 216v/217V 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
< 968h/968H 215v/217V 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 agitated commoner walks the road.
< 968h/968H 214v/217V 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
< 968h/968H 214v/217V 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.
< 968h/968H 215v/217V 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.
< 968h/968H 216v/217V Pos: standing >
You quickly scan the area.
An commoner 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 agitated minotaur who is a brief walk away to your south.
A Halfling who is close by to your west.
Gonx who is close by to your west.
< 968h/968H 216v/217V Pos: standing >
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.
*A Halfling (small) < The Commonwealth > stands in mid-air here.
Gonx, the banker, settles his eyes upon his new patrons.
< 968h/968H 215v/217V Pos: standing >
You snap into visibility.
A Halfling snaps into visibility.
You stealthily position yourself behind a Halfling, circling her.
< 968h/968H 215v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sta EP: excellent >
You parry a Halfling's lunge at you.
You dodge a Halfling's vicious attack.
You dodge a Halfling's vicious attack.
You snap into visibility.
Your improved dexterity grants you an additional attack!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 7 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 6 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling blocks your futile lunge at her.
A Halfling dodges your futile attack.
A Halfling dodges your futile attack.
A Halfling dodges your futile attack.
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 11 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
Your unholy avenger named 'Bloodlust' turns blood red as it slashes into a Halfling!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 60 ] -=[Blood red energy travels into your hand and up your arm, seeping into your veins!]=-
< 1018h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sta EP: small wounds >
You snap into visibility.
You tackle a Halfling square in the chest knocking the wind out of her!
< 1018h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: small wounds >
You dodge a Halfling's vicious attack.
With superb grace and ease, you intercept a Halfling's attack with Tiamat's poison tail stinger and counter-attack!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 11 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 12 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling snaps into visibility.
You snap into visibility.
< 1018h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: small wounds >
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 10 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 7 ] -=[A Halfling screams in pain as your pierce tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling blocks your futile lunge at her.
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 34 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 25 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 32 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
< 1018h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: few wounds >
A Halfling's skin seems to turn to stone.
< 1018h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: few wounds >
You dodge a Halfling's vicious attack.
A Halfling snaps into visibility.
You snap into visibility.
-=[A Halfling's weak bludgeon grazes you.]=-
A Halfling misses you.
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: few wounds >
Your improved dexterity grants you an additional attack!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 7 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling blocks your futile lunge at her.
A Halfling blocks your futile lunge at her.
A Halfling blocks your futile lunge at her.
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 8 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 8 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 12 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: nasty wounds >
Headbutt requires you to be able to reach his head!
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: nasty wounds >
You play with a Halfling before lunging into an offensive routine!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 10 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 26 ] -=[A Halfling screams in pain as your slash tears into her flesh]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You parry a Halfling's lunge at you.
A Halfling misses you.
A Halfling snaps into visibility.
You snap into visibility.
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: nasty wounds >
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 24 ] -=[Your impressive slash strikes a Halfling very hard.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 16 ] -=[Your impressive pierce strikes a Halfling hard.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 21 ] -=[Your impressive pierce strikes a Halfling very hard.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling blocks your futile lunge at her.
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 17 ] -=[Your impressive slash strikes a Halfling very hard.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 21 ] -=[Your impressive slash seriously wounds a Halfling.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: pretty hurt >
You dodge a Halfling's vicious attack.
You dodge a Halfling's vicious attack.
A Halfling snaps into visibility.
You snap into visibility.
< 1017h/968H 216v/217V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Halfling sit EP: pretty hurt >
Your improved dexterity grants you an additional attack!
A Halfling blocks your futile lunge at her.
A Halfling blocks your futile lunge at her.
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 22 ] -=[Your impressive pierce seriously wounds a Halfling.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 23 ] -=[Your pierce enshrouds a Halfling in a mist of blood.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 24 ] -=[Your impressive slash causes a Halfling to grimace in pain.]=-
The globe around your body flares as it bears the brunt of a Halfling's assault!
A Halfling blocks your futile lunge at her.
You score a CRITICAL HIT!!!!!
You snap into visibility.
A Halfling snaps into visibility.
[Damage: 20 ] -=[Your impressive slash hits a Halfling.]=-
A Halfling's some blood-stained steel sleeves from the Prisons of Carthapia was completely destroyed by the massive blow!
A Halfling's horned ritualistic mask of Moregeeth was completely destroyed by the massive blow!
A Halfling's gnomish ear amplifier was completely destroyed by the massive blow!
A Halfling's masters quiver [poor] was completely destroyed by the massive blow!
A Halfling is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 13333333.
The smell of fresh blood enters your body, infusing you with power!