Script started on Sun Sep 2 20:42:17 2007 $ telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 29 August 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Patiently, a forest guardian watches the forest. Snarling, a black wolf considers whether you are worthy prey. You have no unread notes. <100%hp 100%mn 61%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 61%mv> 4 You attempt to move silently. <100%hp 100%mn 61%mv> wh [10 Chnge Thi] (PK) Zeptaru the Rogue [ Draco ] [Helper] (CRIMINAL) Ithrowus Eowon the Anti-Hero [ Half ] [Helper] Thaulman Fosca the Holy Hero [ Ilthd ] Ilthrazyn the Master of the Elements [ Dwarf ] Dwyrm the Barbarian Hero [ Dwarf ] Kelthe the Bone Shatterer [ G-Elf ] (CRIMINAL) Jalaluddin El'Qadir the Hero of Magical Transference [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [51 Cen Pal] [Helper] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] Faeltym the Master of Alchemy [ Chnge ] Bayard the Illusionist [ Giant ] Ralyum the Lieutenant [ Gnome ] Yreobryn the Ordained [ Ilthd ] Uialantu the Archmage Summoner of Demons, Scourge of Undeath [ Arbor ] Ilxoyvzea the Altar Boy [ Human ] Chaddiru the Adept of Mind Players found: 16 <100%hp 100%mn 61%mv> tell bayard Hail, Bayard the Illusionist! He cannot hear you. <100%hp 100%mn 69%mv> ooc bayard hail He cannot hear you. <100%hp 100%mn 69%mv> tell B b Bayard hail, Bayard! You tell Bayard, 'hail, Bayard!' <100%hp 100%mn 69%mv> Bayard tells you, 'Tidings' <100%hp 100%mn 77%mv> reply I am ready for   for travel if ye are. You tell Bayard, 'I am ready for travel if ye are.' <100%hp 100%mn 77%mv> Bayard tells you, 'I'll return there in a minute' <100%hp 100%mn 77%mv> The wolf leaves east. <100%hp 100%mn 77%mv> reply *no The day has begun. The sky appears somewhat cloudy, and it begins to rain. You are hungry. <100%hp 100%mn 84%mv> d You tell Bayard, '*nod' <100%hp 100%mn 84%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 84%mv> 4 You attempt to move silently. <100%hp 100%mn 84%mv> sit   l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Patiently, a forest guardian watches the forest. <100%hp 100%mn 84%mv> inv You are carrying: a lembas leaf dagger a note of introduction an envelope containing a note of introduction a tome of battle tactics a leather practice whip a hardened leather vest a walking staff a tiny cockroach head ( 2) a magic mushroom the Grand Pooh-Ba's Staff ( 3) a bladder a small note ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 84%mv> drop note You drop a note of introduction. <100%hp 100%mn 84%mv> take note You get a note of introduction. <100%hp 100%mn 84%mv> put t note envelope You put a note of introduction in an envelope containing a note of introduction. <100%hp 100%mn 84%mv> put You are hungry. <100%hp 100%mn 92%mv> note envelope You put a small note in an envelope containing a note of introduction. The wolf has arrived. <100%hp 100%mn 92%mv> inv You are carrying: a lembas leaf dagger an envelope containing a note of introduction a tome of battle tactics a leather practice whip a hardened leather vest a walking staff a tiny cockroach head ( 2) a magic mushroom the Grand Pooh-Ba's Staff ( 3) a bladder ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 92%mv> drop    get 2.d note envelope You get a note of introduction from an envelope containing a note of introduction. <100%hp 100%mn 92%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Snarling, a black wolf considers whether you are worthy prey. Patiently, a forest guardian watches the forest. <100%hp 100%mn 92%mv> l wolf Much like a large dog in appearance, that is where the similarity ends. With a mean disposition and teeth as sharp as razors, he looks to be a worthy opponent indeed. The wolf is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 92%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet dagger <100%hp 100%mn 92%mv> You are hungry. <100%hp 100%mn 100%mv> remove torch You stop using a large torch with a magical flame. <100%hp 100%mn 100%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Snarling, a black wolf considers whether you are worthy prey. Patiently, a forest guardian watches the forest. <100%hp 100%mn 100%mv> inv You are carrying: a note of introduction a lembas leaf dagger an envelope containing a note of introduction a tome of battle tactics a leather practice whip a hardened leather vest (Glowing) a large torch with a magical flame a walking staff a tiny cockroach head ( 2) a magic mushroom the Grand Pooh-Ba's Staff ( 3) a bladder ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 100%mv> hold tome You hold a tome of battle tactics in your hands. <100%hp 100%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <100%hp 100%mn 100%mv> score You are Zeptaru the Rogue. Level 10, 19 years old (40 hours). You are young. You joined Dark Mists 91 days, 18 hours, 13 minutes, and 29 seconds ago. Race: changeling Sex: male Class: thief You have 100% hit, 100% mana, 100% movement. You have 0 practices and 0 training sessions. You are carrying 39/42 items with weight 158/291 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 27203 exp, and have 1 gold and 449 silver coins. You need 3757 exp to level. Wimpy set to 10% hit points. Hometown is Glyndane. You are standing. You are divinely armored against piercing. You are divinely armored against bashing. You are divinely armored against slashing. You are superbly armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Sneak <100%hp 100%mn 100%mv> The sun rises in the east. You are hungry. <100%hp 100%mn 100%mv> get bread b sack You get a warm loaf of bread from a Big Ol'Pack Sack. <100%hp 100%mn 100%mv> eat bread You eat a warm loaf of bread. You are no longer hungry. <100%hp 100%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <100%hp 100%mn 100%mv> The forest guardian leaves south. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> You no longer feel stealthy. <100%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 100%mv> reply Of what ranking he at The forest guardian has arrived. <100%hp 100%mn 100%mv> ^R reply Of what ranking have ye                              <100%hp 100%mn 100%mv> l guardian The dark guardian stands here, watching over this part of the forest for hostile visitors. About 6'4" and well built he looks like an ever-ready warrior. The forest guardian is in perfect condition. You peek at the inventory: a large claw 0 gold coins, and 59 silver coins. <100%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 85% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dodge 100% hide 100% scrolls 75% staves 75% recall 76% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 86% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry n/a pick lock n/a Level 12: second attack n/a fast healing n/a Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 100%mv> wh [ Ilthd ] Azhytarzikh the Archmage of Absorption [10 Chnge Thi] (PK) Zeptaru the Rogue [ Draco ] [Helper] (CRIMINAL) Ithrowus Eowon the Anti-Hero [ Half ] [Helper] Thaulman Fosca the Holy Hero [ Ilthd ] Ilthrazyn the Master of the Elements [ Dwarf ] Kelthe the Bone Shatterer [ G-Elf ] (CRIMINAL) Jalaluddin El'Qadir the Hero of Magical Transference [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [51 Cen Pal] [Helper] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] Faeltym the Wizard [ Chnge ] Bayard the Illusionist [ Giant ] Ralyum the Champion [ Gnome ] Yreobryn the Ordained [ Arbor ] Ilxoyvzea the Altar Boy [ Human ] Chaddiru the Adept of Mind Players found: 15 <100%hp 100%mn 100%mv> reply Please return soon, I am feeling faint of heart The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> in this horrible place. You tell Bayard, 'Please return soon, I am feeling faint of heart in this horrible place.' <100%hp 100%mn 100%mv> reply For I am The wolf leaves east. <100%hp 100%mn 100%mv> still young You tell Bayard, 'For I am still young' <100%hp 100%mn 100%mv> Bayard tells you, 'Aye... one moment' <100%hp 100%mn 100%mv> wh [ Ilthd ] Azhytarzikh the Archmage of Absorption [10 Chnge Thi] (PK) Zeptaru the Rogue [ Draco ] [Helper] (CRIMINAL) Ithrowus Eowon the Anti-Hero [ Half ] [Helper] Thaulman Fosca the Holy Hero [ Ilthd ] Ilthrazyn the Master of the Elements [ Dwarf ] Kelthe the Bone Shatterer [ G-Elf ] (CRIMINAL) Jalaluddin El'Qadir the Hero of Magical Transference [ G-Elf ] (CRIMINAL) Mikhale Belaern, Oracle of Faith [51 Cen Pal] [Helper] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] Faeltym the Wizard [ Chnge ] Bayard the Illusionist [ Giant ] Ralyum the Champion [ Gnome ] Yreobryn the Priest [ Arbor ] Ilxoyvzea the Altar Boy [ Human ] Chaddiru the Adept of Mind Players found: 15 <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> drink w2  2.. bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> remove      f remove helm You do not have that item. <100%hp 100%mn 100%mv> remove cap You stop using a leather cap made from the skin of the skeleton of a winged, fiery-haired man. <119%hp 100%mn 100%mv> shapeshift bat You are wearing items which disrupt the flow of shapeshifting to that shape. <119%hp 100%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <119%hp 100%mn 100%mv> remove sleeves You stop using a pair of red sleeves. <100%hp 100%mn 100%mv> shapeshift bat You are wearing items which disrupt the flow of shapeshifting to that shape. <100%hp 100%mn 100%mv> remove belt You stop using a belt of steel links. <100%hp 100%mn 100%mv> shapeshift bat You are wearing items which disrupt the flow of shapeshifting to that shape. <100%hp 100%mn 100%mv> remove all You stop using a tome of battle tactics. You stop using a seashell ring. You stop using a light elven cloak. You stop using cloak of Nightwing. You stop using a white gold bracelet. You stop using a glinting silver bracelet. You stop using vest. You stop using ring of grace. You stop using some scale mail leggings. You stop using a pair of silver glasses. You stop using gloves. You stop using boots of silence. You stop using a purple cloak. You stop using dagger. <93%hp 93%mn 127%mv> shapeshift bat You go into a trance as your form shifts. You concentrate a moment and fluidly change your form! Your feet rise off the ground as you change into bat form. <93%hp 64%mn 127%mv> wear all You hold a lembas leaf in your hands. You wield dagger. You are skilled with dagger. You wear a hardened leather vest on your torso. You wear a seashell ring on your left finger. You wear a light elven cloak around your neck. You wear cloak of Nightwing around your neck. You wear a white gold bracelet around your left wrist. You wear a glinting silver bracelet around your right wrist. You wear a leather cap made from the skin of the skeleton of a winged, fiery-haired man on your head. You wear ring of grace on your right finger. You wear some scale mail leggings on your legs. You wear a belt of steel links about your waist. You wear a pair of red sleeves on your arms. You wear a pair of silver glasses over your eyes. You wear a Big Ol'Pack Sack about your body. You wear gloves on your hands. You wear boots of silence on your feet. <83%hp 69%mn 108%mv> remove sack You stop using a Big Ol'Pack Sack. <83%hp 69%mn 108%mv> hold tome You stop using a lembas leaf. You hold a tome of battle tactics in your hands. <83%hp 69%mn 108%mv> u Alas, you cannot go that way. <83%hp 69%mn 108%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Patiently, a forest guardian watches the forest. <83%hp 69%mn 108%mv> l self It appears to be a large bat with a wingspan of at least five feet. The texture of its wings seem somewhat rough and slightly furry. The colour of this bat appears to be a purplish tint that blends in and out of the available lighting. Its face is a peculiar shape, similar to that of a fox. Its head is completely covered in a dark alder fur with a purple crown of fur blending around its head. It has long and pointy ears, as those of a lynx, with tufts of purple fur swaying slightly in the breeze. It has a long nose and high cheekbones. You notice its sharp claws and fangs, which are a very deep purple colour. Zeptaru has some small wounds. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <83%hp 69%mn 108%mv> shapeshift revert Your wings fold away and you slowly reform yourself. <88%hp 77%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has some small wounds. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <88%hp 77%mn 100%mv> e wear purple You wear a purple cloak about your body. <88%hp 77%mn 92%mv> l inv You are carrying: a note of introduction a lembas leaf an envelope containing a note of introduction a leather practice whip (Glowing) a large torch with a magical flame a walking staff a tiny cockroach head ( 2) a magic mushroom the Grand Pooh-Ba's Staff ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner dagger <88%hp 77%mn 92%mv> shapeshift bat You are wearing items which disrupt the flow of shapeshifting to that shape. <88%hp 77%mn 92%mv> remove cloak     The prisoner has arrived. You look up and notice that it is no longer raining. <93%hp 85%mn 100%mv> ^R remove purple You stop using a purple cloak. <93%hp 85%mn 108%mv> shapeshift bat You are wearing items which disrupt the flow of shapeshifting to that shape. <93%hp 85%mn 108%mv> The prisoner leaves north. <98%hp 93%mn 100%mv> wear pup rple You wear a purple cloak about your body. <98%hp 93%mn 92%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few scratches. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet dagger a tome of battle tactics <98%hp 93%mn 92%mv> inv You are carrying: a note of introduction a lembas leaf an envelope containing a note of introduction a leather practice whip (Glowing) a large torch with a magical flame a walking staff a tiny cockroach head ( 2) a magic mushroom the Grand Pooh-Ba's Staff ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner dagger <98%hp 93%mn 92%mv> put leav f sack You put a lembas leaf in a Big Ol'Pack Sack. <98%hp 93%mn 92%mv> put staff sack You put a walking staff in a Big Ol'Pack Sack. <98%hp 93%mn 92%mv> put staff sa Bayard has arrived. <100%hp 100%mn 100%mv> ck You put the Grand Pooh-Ba's Staff in a Big Ol'Pack Sack. <100%hp 100%mn 100%mv> Bayard beckons for everyone to follow. <100%hp 100%mn 100%mv> follow bayard You now follow Bayard. <100%hp 100%mn 100%mv> gtell You join Bayard's group. <100%hp 100%mn 100%mv> I strike first? You tell the group 'I strike first?' <100%hp 100%mn 100%mv> Bayard looks at the forest guardian. <100%hp 100%mn 100%mv> gt Bayard leaves south. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] Bayard the Abjurer is here. <100%hp 100%mn 97%mv> el Bayard leaves east. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] Bayard the Abjurer is here. <100%hp 100%mn 95%mv> l wolves Bayard leaves east. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 93%mv> and d Bayard leaves east. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] Bayard the Abjurer is here. A trog is here, looming menacingly. <100%hp 100%mn 91%mv> ogs You tell the group 'wolves and dogs' <100%hp 100%mn 91%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] Bayard the Abjurer is here. A wild dog stands here, its eyes glowing with hatred and insanity. <100%hp 100%mn 89%mv> gtell  Bayard nods. <100%hp 100%mn 89%mv> ^R gte    <100%hp 100%mn 89%mv> alias 2 back dog 2 is now realiased to 'back dog'. <100%hp 100%mn 89%mv> 2 You trample around loudly again. Your backstab MUTILATES a wild dog! A wild dog has quite a few wounds. <100%hp 100%mn 89%mv> Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> 3 Your slash injures a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> Your kicked dirt misses a wild dog. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> 5 Your slash injures a wild dog. Bayard's pierce scratches a wild dog. Bayard's pierce grazes a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is gushing blood. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile grazes a wild dog. The vortex closes in a flash of light. A wild dog is screaming in pain. <100%hp 100%mn 97%mv> Your slash injures a wild dog. Bayard's pierce hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> You hook a wild dog's left ankle with your foot and trip him! Your trip scratches a wild dog. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> 5 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile grazes a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile hits a wild dog. The vortex closes in a flash of light. A wild dog is convulsing on the ground. <100%hp 100%mn 97%mv> Your slash hits a wild dog. A wild dog is DEAD!! You receive 266 experience points. You hear a wild dog's death cry. You get 17 silver coins from the corpse of a wild dog. You split 17 silver coins. Your share is 9 silver. <100%hp 100%mn 97%mv> But you are not fighting anyone! <100%hp 100%mn 97%mv> 3 But you are not in combat! <100%hp 100%mn 97%mv> drink 4.flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. <100%hp 100%mn 97%mv> drink The hunter has arrived. <100%hp 100%mn 97%mv> 4.flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. You feel drunk. <100%hp 100%mn 97%mv> drink      Bayard peers intently north. <100%hp 100%mn 97%mv> scan n You peer intently north. === 1 north === A forest guardian stands here patiently watching the forest. === 2 north === Patiently, a forest guardian watches the forest. Snarling, a black wolf considers whether you are worthy prey. A trog is here, looming menacingly. === 3 north === <100%hp 100%mn 97%mv> Bayard says, 'Hunter's too' <100%hp 100%mn 97%mv> l Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] The corpse of a wild dog is lying here. A hunter prowls the forest for any type of game, maybe even you. Bayard the Abjurer is here. <100%hp 100%mn 97%mv> back hunter Bayard utters the word, 'olgabar'. <100%hp 100%mn 97%mv> Your backstab misses the hunter. Your slash hits the hunter. Bayard's pierce misses the hunter. Bayard's pierce grazes the hunter. The hunter's pierce misses you. The hunter has some small wounds. <100%hp 100%mn 97%mv> Your slash hits the hunter. Bayard's pierce hits the hunter. The hunter's pierce misses you. The hunter has quite a few wounds. <100%hp 100%mn 100%mv> Your slash wounds the hunter. Bayard's pierce grazes the hunter. The hunter's pierce misses you. The hunter is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the word, 'yabantisghbantisud'. Bayard clenches a fist and releases a stream of searing flames! Bayard's firestream wounds the hunter. The hunter is bleeding profusely. <100%hp 100%mn 100%mv> The hunter scrambles backward and dodges your slash. Bayard's pierce misses the hunter. The hunter's pierce misses you. The hunter is bleeding profusely. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. The vortex closes in a flash of light. The hunter is gushing blood. <100%hp 100%mn 100%mv> Your slash injures the hunter. Bayard's pierce misses the hunter. The hunter's pierce misses you. The hunter is screaming in pain. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile wounds the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. The vortex closes in a flash of light. The hunter is writhing in agony. <100%hp 100%mn 100%mv> Your slash injures the hunter. Bayard's pierce misses the hunter. You lean to the right and dodge the hunter's pierce. The hunter is writhing in agony. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. The vortex closes in a flash of light. The hunter is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash hits the hunter. The hunter is DEAD!! You receive 212 experience points. The hunter's leg is sliced from his dead body. You get a thin dagger from the corpse of the hunter. You get 19 silver coins from the corpse of the hunter. You split 19 silver coins. Your share is 10 silver. <100%hp 100%mn 100%mv> autosplit Autosplitting removed. <100%hp 100%mn 100%mv> au Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 97%mv> tosplit Automatic gold splitting set. Bayard peers intently east. <100%hp 100%mn 97%mv> l Bayard leaves east. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 95%mv> Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 95%mv> Bayard leaves east. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] Bayard the Abjurer is here. Snarling, a black wolf considers whether you are worthy prey. <100%hp 100%mn 93%mv> back wolf Your backstab decimates the wolf. The wolf is DEAD!! You receive 140 experience points. You hear the wolf's death cry. You get 3 silver coins from the corpse of the wolf. You split 3 silver coins. Your share is 2 silver. <100%hp 100%mn 93%mv> l SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] The corpse of the wolf is lying here. Bayard the Abjurer is here. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. A green-clad hunter with a keen eye looks at you as possible prey. A black wolf stands here, snarling at you. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 97%mv> autosac Automatic corpse sacrificing set. <100%hp 100%mn 97%mv> back hunter Your backstab MUTILATES the hunter! The hunter is covered in bleeding wounds. <100%hp 100%mn 97%mv> Bayard utters the word, 'olgabar'. You feel someone protecting you. The hunter is covered in bleeding wounds. <100%hp 100%mn 97%mv> 3 Your slash injures the hunter. Bayard's pierce scratches the hunter. The hunter's pierce misses you. Bayard's pierce misses the hunter. The hunter is bleeding profusely. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. The vortex closes in a flash of light. The hunter is gushing blood. <100%hp 100%mn 97%mv> Your slash misses the hunter. The hunter's pierce misses you. Bayard's pierce misses the hunter. The hunter is gushing blood. <100%hp 100%mn 97%mv> Your kicked dirt scratches the hunter. The hunter is blinded by the dirt in his eyes! The hunter is gushing blood. <100%hp 100%mn 97%mv> 5 Your slash hits the hunter. You scramble backward and dodge the hunter's pierce. Bayard's pierce misses the hunter. The hunter is screaming in pain. <100%hp 100%mn 97%mv> Your slash injures the hunter. The hunter's pierce misses you. Bayard's pierce misses the hunter. The hunter is spasming in shock. <100%hp 100%mn 97%mv> You kick out the hunter's right leg and trip him! Your trip scratches the hunter. The hunter is spasming in shock. <100%hp 100%mn 97%mv> Your slash hits the hunter. The hunter's pierce misses you. Bayard's pierce injures the hunter. The hunter is writhing in agony. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. The hunter is DEAD!! You receive 221 experience points. The hunter spills his guts all over the floor. Bayard gets 27 silver coins from the corpse of the hunter. Bayard sacrifices the corpse of the hunter to the gods. The vortex closes in a flash of light. <100%hp 100%mn 97%mv> 5 But you are not fighting anyone! <100%hp 100%mn 97%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A thin dagger lies here on the ground. A steaming pile of the hunter's entrails is lying here. Bayard the Abjurer is here. A black wolf stands here, snarling at you. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 97%mv> back wolf Your backstab DISMEMBERS the wolf! The wolf is DEAD!! You receive 151 experience points. The wolf's head is shattered, and his brains splash all over you. You get 4 silver coins from the corpse of the wolf. You split 4 silver coins. Your share is 2 silver. The gods give you 30 silver coins for your sacrifice. You split 30 silver coins. Your share is 15 silver. <100%hp 100%mn 100%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] The splattered brains of the wolf are lying here. A thin dagger lies here on the ground. A steaming pile of the hunter's entrails is lying here. Bayard the Abjurer is here. Scanning for trouble, a forest guardian stands watch patiently. <100%hp 100%mn 100%mv> Bayard peers intently north. <100%hp 100%mn 100%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. A large wild dog glares at you, mouth foaming, eyes glowing balefully. A wild dog stands here, its eyes glowing with hatred and insanity. <100%hp 100%mn 97%mv> back dog Your backstab MUTILATES a wild dog! A wild dog has quite a few wounds. <100%hp 100%mn 97%mv> Your slash injures a wild dog. Bayard's pierce misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> 3 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. The vortex closes in a flash of light. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> Your slash injures a wild dog. Bayard's pierce misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is convulsing on the ground. <100%hp 100%mn 97%mv> Your kicked dirt scratches a wild dog. A wild dog is blinded by the dirt in his eyes! A wild dog is convulsing on the ground. <100%hp 100%mn 97%mv> Your slash wounds a wild dog. A wild dog is DEAD!! You receive 280 experience points. You hear a wild dog's death cry. You get 32 silver coins from the corpse of a wild dog. You split 32 silver coins. Your share is 16 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 97%mv> 5 But you are not fighting anyone! <100%hp 100%mn 97%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. A wild dog stands here, its eyes glowing with hatred and insanity. <100%hp 100%mn 97%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> back dog Your backstab DISEMBOWELS a wild dog! A wild dog is covered in bleeding wounds. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. The vortex closes in a flash of light. A wild dog is gushing blood. <100%hp 100%mn 100%mv> Your slash hits a wild dog. Bayard's pierce misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is gushing blood. <100%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile wounds a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. The vortex closes in a flash of light. A wild dog is convulsing on the ground. <100%hp 100%mn 100%mv> Your slash hits a wild dog. A wild dog is DEAD!! You receive 277 experience points. You hear a wild dog's death cry. You get 23 silver coins from the corpse of a wild dog. You split 23 silver coins. Your share is 12 silver. The gods give you 39 silver coins for your sacrifice. You split 39 silver coins. Your share is 20 silver. <100%hp 100%mn 100%mv> wo You have 1 gold, 555 silver, and 28750 experience (2210 exp to level). <100%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 100%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 100%mv> Bayard peers intently east. <100%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves east. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. A dark druid tends to the trees in the grove. <100%hp 100%mn 97%mv> Bayard peers intently north. <100%hp 100%mn 97%mv> Bayard peers intently south. <100%hp 100%mn 97%mv> Bayard leaves north. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] Bayard the Abjurer is here. A trog is here, looming menacingly. <100%hp 100%mn 95%mv> Bayard peers intently east. <100%hp 100%mn 95%mv> Bayard peers intently west. <100%hp 100%mn 95%mv> Bayard peers intently north. <100%hp 100%mn 95%mv> Bayard leaves north. You follow Bayard. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. A number of trees have small knotholes, out of which you notice bits of dead grass hanging. Perhaps some birds have taken advantage of this as they turned the tree trunks into natural bird houses. [Exits: north east south west] Bayard the Abjurer is here. A black wolf stands here, snarling at you. <100%hp 100%mn 93%mv> back wolf You trample around loudly again. Your backstab MUTILATES the wolf! The wolf is DEAD!! You receive 140 experience points. The wolf's heart is torn from his chest. You get 4 silver coins from the corpse of the wolf. You split 4 silver coins. Your share is 2 silver. The gods give you 30 silver coins for your sacrifice. You split 30 silver coins. Your share is 15 silver. <100%hp 100%mn 93%mv> Bayard peers intently west. <100%hp 100%mn 100%mv> Bayard leaves west. You follow someone. Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] Bayard the Abjurer is here. Stumbling, an escaped prisoner trips over an exposed root. <100%hp 100%mn 97%mv> Bayard peers intently west. <100%hp 100%mn 97%mv> Bayard peers intently south. <100%hp 100%mn 97%mv> Bayard leaves south. You follow someone. Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] Bayard the Abjurer is here. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <100%hp 100%mn 95%mv> Bayard peers intently down. <100%hp 100%mn 95%mv> Bayard peers intently north. <100%hp 100%mn 95%mv> Bayard peers intently east. <100%hp 100%mn 95%mv> Bayard peers intently west. <100%hp 100%mn 95%mv> Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 93%mv> Bayard peers intently north. <100%hp 100%mn 93%mv> Bayard peers intently south. <100%hp 100%mn 93%mv> Bayard leaves west. You follow Bayard. Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] Bayard the Abjurer is here. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <100%hp 100%mn 91%mv> Bayard peers intently north. <100%hp 100%mn 91%mv> Bayard peers intently south. <100%hp 100%mn 91%mv> Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 89%mv> Bayard peers intently east. <100%hp 100%mn 89%mv> Bayard peers intently west. <100%hp 100%mn 89%mv> Bayard peers intently north. <100%hp 100%mn 89%mv> Bayard peers intently south. <100%hp 100%mn 89%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. Snarling, a black wolf considers whether you are worthy prey. A trog is here, looming menacingly. <100%hp 100%mn 87%mv> back wolf Your backstab misses the wolf. The wolf is in perfect condition. <100%hp 100%mn 87%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the wolf. Bayard's magic missile grazes the wolf. Bayard unleashes a magic missile at the wolf. Bayard's magic missile wounds the wolf. The wolf is DEAD!! You receive 135 experience points. You hear the wolf's death cry. Bayard gets 2 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. The vortex closes in a flash of light. <100%hp 100%mn 95%mv> Bayard leaves west. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 93%mv> Bayard leaves west. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 91%mv> Bayard peers intently south. <100%hp 100%mn 91%mv> Bayard peers intently north. <100%hp 100%mn 91%mv> Bayard peers intently east. <100%hp 100%mn 91%mv> Bayard leaves north. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard the Abjurer is here. A green-clad hunter with a keen eye looks at you as possible prey. <100%hp 100%mn 89%mv> back hunter Your backstab MUTILATES the hunter! The hunter is covered in bleeding wounds. <100%hp 100%mn 89%mv> Your slash hits the hunter. Bayard's pierce misses the hunter. Bayard's pierce misses the hunter. The hunter's pierce misses you. The hunter is covered in bleeding wounds. <100%hp 100%mn 89%mv> Bayard utters the words, 'dueab daggasz'. The hunter is covered in bleeding wounds. <100%hp 100%mn 89%mv> Your slash injures the hunter. Bayard's pierce misses the hunter. The hunter's pierce misses you. The hunter is bleeding profusely. <100%hp 100%mn 89%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile decimates the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. The vortex closes in a flash of light. The hunter is spasming in shock. <100%hp 100%mn 89%mv> Your slash injures the hunter. Bayard's pierce hits the hunter. The hunter's pierce misses you. The hunter is writhing in agony. <100%hp 100%mn 89%mv> Your slash injures the hunter. Bayard's pierce misses the hunter. The hunter's pierce misses you. The hunter is convulsing on the ground. <100%hp 100%mn 89%mv> Your slash injures the hunter. The hunter is DEAD!! You receive 238 experience points. The hunter's heart is torn from his chest. You get a thin dagger from the corpse of the hunter. You get 23 silver coins from the corpse of the hunter. You split 23 silver coins. Your share is 12 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <100%hp 100%mn 89%mv> l You look up and notice that it is no longer raining. <100%hp 100%mn 96%mv> Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] The torn-out heart of the hunter is lying here. Bayard the Abjurer is here. <100%hp 100%mn 96%mv> inv You are carrying: ( 2) a thin dagger a note of introduction an envelope containing a note of introduction a leather practice whip (Glowing) a large torch with a magical flame a tiny cockroach head ( 2) a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner dagger <100%hp 100%mn 96%mv> Bayard peers intently west. <100%hp 100%mn 96%mv> Bayard peers intently east. <100%hp 100%mn 96%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 94%mv> compa Bayard peers intently east. <100%hp 100%mn 94%mv> re dagger A thin dagger and dagger look about the same. <100%hp 100%mn 94%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 92%mv> Bayard peers intently north. <100%hp 100%mn 92%mv> Bayard peers intently south. <100%hp 100%mn 92%mv> Bayard leaves south. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 90%mv> Bayard peers intently east. <100%hp 100%mn 90%mv> Bayard peers intently west. <100%hp 100%mn 90%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] Bayard the Abjurer is here. A trog is here, looming menacingly. <100%hp 100%mn 88%mv> Bayard peers intently down. <100%hp 100%mn 88%mv> Bayard peers intently east. <100%hp 100%mn 88%mv> Bayard peers intently west. <100%hp 100%mn 88%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] The corpse of a wild dog is lying here. Bayard the Abjurer is here. <100%hp 100%mn 86%mv> Bayard peers intently north. <100%hp 100%mn 86%mv> Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 84%mv> Bayard peers intently east. <100%hp 100%mn 84%mv> Bayard leaves east. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 82%mv> Bayard leaves east. You follow Bayard. SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] Bayard the Abjurer is here. A forest guardian stands here patiently watching the forest. <100%hp 100%mn 80%mv> Bayard leaves east. You follow Bayard. Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 78%mv> Bayard peers intently north. <100%hp 100%mn 78%mv> Bayard peers intently east. <100%hp 100%mn 78%mv> Bayard peers intently south. <100%hp 100%mn 78%mv> Bayard leaves south. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 76%mv> Bayard leaves south. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] Bayard the Abjurer is here. <100%hp 100%mn 75%mv> Bayard leaves up. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] Bayard the Abjurer is here. <100%hp 100%mn 72%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 72%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 72%mv> You look up and notice that it is no longer raining. You are sober. <100%hp 100%mn 80%mv> remove dagger You stop using dagger. <100%hp 100%mn 80%mv> hold staff You do not have that item. <100%hp 100%mn 80%mv> get staff dagger That's not a container. <100%hp 100%mn 80%mv> get staff sack You get the Grand Pooh-Ba's Staff from a Big Ol'Pack Sack. <100%hp 100%mn 80%mv> Bayard wakes and stands up. <100%hp 100%mn 80%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 80%mv> put     Bayard peers intently down. <100%hp 100%mn 80%mv> ^R Bayard leaves down. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] Bayard the Abjurer is here. <100%hp 100%mn 78%mv> Bayard leaves north. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 77%mv> Bayard peers intently east. <100%hp 100%mn 77%mv> Bayard peers intently west. <100%hp 100%mn 77%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] Bayard the Abjurer is here. A trog is here, looming menacingly. <100%hp 100%mn 75%mv> hold Bayard peers intently north. <100%hp 100%mn 75%mv> ^R hold  Bayard peers intently south. <100%hp 100%mn 75%mv> ^R ho  Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] Bayard the Abjurer is here. <100%hp 100%mn 72%mv> You are not fighting anyone. <100%hp 100%mn 72%mv> r Bayard peers intently north. <100%hp 100%mn 72%mv> emove Bayard leaves north. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 70%mv> st Bayard peers intently west. <100%hp 100%mn 70%mv> aff You do not have that item. Bayard peers intently east. <100%hp 100%mn 70%mv> remove staff Bayard leaves south. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] Bayard the Abjurer is here. <100%hp 100%mn 68%mv> You do not have that item. Bayard leaves west. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] Bayard the Abjurer is here. A trog is here, looming menacingly. <100%hp 100%mn 66%mv> hold dagg Bayard leaves west. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 64%mv> er You wield a thin dagger. You are skilled with a thin dagger. Bayard leaves south. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] Bayard the Abjurer is here. <100%hp 100%mn 63%mv> Bayard leaves up. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] Bayard the Abjurer is here. <100%hp 100%mn 61%mv> Bayard drops a mat made of lion hair. <100%hp 100%mn 61%mv> Bayard goes to sleep on a mat made of lion hair. <100%hp 100%mn 61%mv> You are sober. <100%hp 100%mn 68%mv> sit mat You sit on a mat made of lion hair. <100%hp 100%mn 68%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 68%mv> You are sober. <100%hp 100%mn 78%mv> Bayard wakes and stands up. <100%hp 100%mn 78%mv> stand You stand up. Bayard peers intently down. <100%hp 100%mn 78%mv> Bayard gets a mat made of lion hair. <100%hp 100%mn 78%mv> Bayard leaves down. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] Bayard the Abjurer is here. <100%hp 100%mn 76%mv> Bayard leaves north. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] Bayard the Abjurer is here. <100%hp 100%mn 74%mv> Bayard peers intently east. <100%hp 100%mn 74%mv> Bayard peers intently west. <100%hp 100%mn 74%mv> Bayard leaves west. You follow Bayard. Beginning of Grove of Despair The forest, if it can be called that, stretches out to the north, east, and west. The trees have a peculiar look to them. No birds chirp and no crickets are singing. The ground is soft to the touch, as if it just rained but there are no tracks from any animals here. [Exits: north east west] Bayard the Abjurer is here. <100%hp 100%mn 72%mv> Bayard leaves west. You follow Bayard. Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] Bayard the Abjurer is here. A hunter prowls the forest for any type of game, maybe even you. <100%hp 100%mn 70%mv> back hunter Your backstab misses the hunter. The hunter is in perfect condition. <100%hp 100%mn 70%mv> The hunter's pierce misses you. Your pierce hits the hunter. Bayard's pierce hits the hunter. Bayard's pierce misses the hunter. The hunter has some small wounds. <100%hp 100%mn 70%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. The vortex closes in a flash of light. The hunter is bleeding profusely. <100%hp 100%mn 70%mv> The hunter's pierce misses you. Your pierce injures the hunter. Bayard's pierce misses the hunter. The hunter is gushing blood. <100%hp 100%mn 70%mv> 3 Your kicked dirt scratches the hunter. The hunter is blinded by the dirt in his eyes! The hunter is gushing blood. <100%hp 100%mn 70%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. The vortex closes in a flash of light. The hunter is screaming in pain. <100%hp 100%mn 70%mv> The hunter's pierce misses you. Your pierce hits the hunter. Bayard's pierce hits the hunter. The hunter is writhing in agony. <100%hp 100%mn 70%mv> 5 The hunter's pierce misses you. Your pierce injures the hunter. Bayard's pierce misses the hunter. The hunter is convulsing on the ground. <100%hp 100%mn 70%mv> Bayard stops using A leather bound book labelled "missiles". Bayard stops using a red rose. Bayard stops using a pewter practice dagger. Bayard stops using a silver ring. Bayard stops using a pair of leather boots. Bayard stops using a pair of leather gloves. Bayard stops using a pair of leather leggings. Bayard stops using a leather vest. The hunter is convulsing on the ground. <100%hp 100%mn 70%mv> Your trip misses the hunter. The hunter is convulsing on the ground. <100%hp 100%mn 70%mv> The hunter's pierce grazes you. The hunter leans back and dodges your pierce. Bayard's punch misses the hunter. The hunter is convulsing on the ground. <96%hp 100%mn 70%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a powerful magic missile. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. The hunter is DEAD!! You receive 210 experience points. You hear the hunter's death cry. Bayard sacrifices the corpse of the hunter to the gods. The vortex closes in a flash of light. <96%hp 100%mn 70%mv> Bayard's body suddenly seems to flow into a new shape! <96%hp 100%mn 70%mv> You are sober. <100%hp 100%mn 78%mv> Bayard holds A leather bound book labelled "cure insomnia" in his hands. Bayard wields a leather practice whip. Bayard wears a red rose on his head. Bayard wears a silver ring on his left finger. Bayard wears a pair of leather boots on his feet. Bayard wears a pair of leather gloves on his hands. Bayard wears a pair of leather leggings on his legs. Bayard wears a leather vest on his torso. <100%hp 100%mn 78%mv> l bayard Flying in front of you is an oversized bat. Its ears Bayard is in perfect condition. Bayard is using: a silver ring a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of leather gloves a leather practice whip (Glowing) (Humming) A leather bound book labelled "cure insomnia" You peek at the inventory: a mat made of lion hair a small key (Glowing) (Humming) A leather bound book labelled "inferno" (Glowing) (Humming) A leather bound book labelled "missiles" a lump of copper ore an iron shod staff ( 4) a tough waterskin ( 3) a bladder ( 2) a pewter practice dagger a bottle of rum a two-man raft a small torch <100%hp 100%mn 78%mv> Bayard now follows you. <100%hp 100%mn 78%mv> Bayard says, 'Lead a moment' <100%hp 100%mn 78%mv> group bayard But you are following someone else! <100%hp 100%mn 78%mv> Bayard says, 'Or wait one moment' <100%hp 100%mn 78%mv> follow self You stop following Bayard. <100%hp 100%mn 78%mv> group bayard Bayard joins your group. The sky appears somewhat cloudy, and it begins to rain. You are sober. <100%hp 100%mn 85%mv> Bayard beckons for everyone to follow. <100%hp 100%mn 85%mv> Bayard shrugs helplessly. <100%hp 100%mn 85%mv> Bayard utters the words, 'bbantisuhz yiio'. <100%hp 100%mn 85%mv> l Southwest Corner of the Grove of Despair Trees and undergrowth bar your passage further west or south. The trees are particulary dense in this part of the forest, growing together so well overhead that barely any light shines through to lighten your path. [Exits: north east] A pile of silver coins. A thin dagger lies here on the ground. A huge bat is here. <100%hp 100%mn 85%mv> gr Zeptaru's group: [10 Thi] Zeptaru  100%hp 100%mn  85%mv  1487 tnl [10 Ele] Bayard  100%hp  81%mn  38%mv  1837 tnl <100%hp 100%mn 85%mv> scan n You peer intently north. === 1 north === Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. Snarling, a black wolf considers whether you are worthy prey. === 2 north === A black wolf stands here, snarling at you. <100%hp 100%mn 85%mv> n Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. Snarling, a black wolf considers whether you are worthy prey. Bayard has arrived. <100%hp 100%mn 83%mv> back dog Your backstab misses a wild dog. A wild dog is in perfect condition. <100%hp 100%mn 83%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's sting grazes a wild dog. Bayard's sting grazes a wild dog. A wild dog has some small wounds. <100%hp 100%mn 83%mv> 3 A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's sting misses a wild dog. A wild dog has quite a few wounds. <100%hp 100%mn 83%mv> Your kicked dirt nicks a wild dog. A wild dog is blinded by the dirt in his eyes! A wild dog has quite a few wounds. <100%hp 100%mn 83%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce hits a wild dog. Bayard's sting misses a wild dog. A wild dog is covered in bleeding wounds. <100%hp 100%mn 83%mv> A wild dog's chomp misses you. You lean to the left and dodge a wild dog's chomp. Your pierce injures a wild dog. Bayard's sting hits a wild dog. A wild dog is bleeding profusely. <100%hp 100%mn 83%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce hits a wild dog. Bayard's sting misses a wild dog. A wild dog is gushing blood. <100%hp 100%mn 83%mv> 3 He has already been blinded from the dirt in his eyes. A wild dog is gushing blood. <100%hp 100%mn 83%mv> A wild dog's chomp grazes you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's sting grazes a wild dog. A wild dog is screaming in pain. <96%hp 100%mn 83%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a powerful magic missile. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. The vortex closes in a flash of light. A wild dog is spasming in shock. <96%hp 100%mn 83%mv> 5 You hook a wild dog's right ankle with your foot and trip him! Your trip grazes a wild dog. A wild dog is spasming in shock. <96%hp 100%mn 83%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's sting misses a wild dog. A wild dog is spasming in shock. <99%hp 100%mn 91%mv> Bayard stops using A leather bound book labelled "cure insomnia". Bayard holds A leather bound book labelled "missiles" in his hands. A wild dog is spasming in shock. <99%hp 100%mn 91%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's sting misses a wild dog. A wild dog is writhing in agony. <99%hp 100%mn 91%mv> 3 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile wounds a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile hits a wild dog. A wild dog is DEAD!! You receive 256 experience points. A wild dog's severed head plops on the ground. Bayard sacrifices the corpse of a wild dog to the gods. The vortex closes in a flash of light. <99%hp 100%mn 91%mv> But you are not in combat! <99%hp 100%mn 91%mv> wo You have 1 gold, 602 silver, and 29729 experience (1231 exp to level). <99%hp 100%mn 91%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A pile of silver coins. The severed head of a wild dog is lying here. A huge bat is here. Snarling, a black wolf considers whether you are worthy prey. <99%hp 100%mn 91%mv> The wolf leaves north. <99%hp 100%mn 91%mv> back wolf They are not here. <99%hp 100%mn 91%mv> scan n You peer intently north. === 1 north === Snarling, a black wolf considers whether you are worthy prey. A black wolf stands here, snarling at you. === 2 north === A dark druid tends to the trees in the grove. A green-clad hunter scans the forest for game. <99%hp 100%mn 91%mv> n Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Snarling, a black wolf considers whether you are worthy prey. A black wolf stands here, snarling at you. Bayard has arrived. <99%hp 100%mn 89%mv> back wolf Your backstab mauls the wolf. The wolf is DEAD!! You receive 151 experience points. You hear the wolf's death cry. You get 3 silver coins from the corpse of the wolf. You split 3 silver coins. Your share is 2 silver. The gods give you 30 silver coins for your sacrifice. You split 30 silver coins. Your share is 15 silver. <99%hp 100%mn 89%mv> back wolf Your backstab misses the wolf. The wolf is in perfect condition. <99%hp 100%mn 89%mv> The wolf's bite misses you. The wolf's bite misses you. The wolf scrambles backward and dodges your pierce. Bayard's sting grazes the wolf. Bayard's sting hits the wolf. The wolf is DEAD!! You receive 161 experience points. You hear the wolf's death cry. Bayard sacrifices the corpse of the wolf to the gods. <99%hp 100%mn 89%mv> drink 4.flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. <99%hp 100%mn 89%mv> drink 4.flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. You feel drunk. <100%hp 100%mn 96%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A pile of silver coins. A huge bat is here. <100%hp 100%mn 96%mv> l coins A pile of silver coins. <100%hp 100%mn 96%mv> exam coins A pile of silver coins. <100%hp 100%mn 96%mv> l bat Flying in front of you is an oversized bat. Its ears stick straight up from its head, its eyes glow from surrounding lights. Its wings and body are covered in short clean fur. Bayard is in perfect condition. Bayard is using: a silver ring a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of leather gloves a leather practice whip (Glowing) (Humming) A leather bound book labelled "missiles" You peek at the inventory: a mat made of lion hair a small key (Glowing) (Humming) A leather bound book labelled "cure insomnia" (Glowing) (Humming) A leather bound book labelled "inferno" a lump of copper ore an iron shod staff ( 4) a tough waterskin ( 3) a bladder ( 2) a pewter practice dagger a bottle of rum a two-man raft a small torch <100%hp 100%mn 96%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A pile of silver coins. A huge bat is here. <100%hp 100%mn 96%mv> n Bayard stops using a leather practice whip. Bayard wields a pewter practice dagger. <100%hp 100%mn 96%mv> Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A dark druid tends to the trees in the grove. A green-clad hunter scans the forest for game. Bayard has arrived. <100%hp 100%mn 94%mv> back hunter Your backstab misses the hunter. The hunter is in perfect condition. <100%hp 100%mn 94%mv> 3 The hunter's pierce misses you. You have become better at dagger! Your pierce injures the hunter. Bayard's pierce hits the hunter. Bayard's pierce misses the hunter. The hunter has some small wounds. <100%hp 100%mn 94%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile thrashes the hunter. The vortex closes in a flash of light. The hunter is covered in bleeding wounds. <100%hp 100%mn 94%mv> You scramble backward and dodge the hunter's pierce. Your pierce hits the hunter. Bayard's pierce misses the hunter. The hunter is covered in bleeding wounds. <100%hp 100%mn 94%mv> Your kicked dirt grazes the hunter. The hunter is blinded by the dirt in his eyes! The hunter is bleeding profusely. <100%hp 100%mn 94%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile thrashes the hunter. The vortex closes in a flash of light. The hunter is screaming in pain. <100%hp 100%mn 94%mv> The hunter's pierce misses you. Your pierce injures the hunter. Bayard's pierce misses the hunter. The hunter is screaming in pain. <100%hp 100%mn 94%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile decimates the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. The vortex closes in a flash of light. The hunter is convulsing on the ground. <100%hp 100%mn 94%mv> You duck and dodge the hunter's pierce. Your pierce wounds the hunter. The hunter is DEAD!! You receive 231 experience points. You hear the hunter's death cry. You get a thin dagger from the corpse of the hunter. You get 18 silver coins from the corpse of the hunter. You split 18 silver coins. Your share is 9 silver. The gods give you 36 silver coins for your sacrifice. You split 36 silver coins. Your share is 18 silver. <100%hp 100%mn 94%mv> wo You have 1 gold, 646 silver, and 30274 experience (686 exp to level). <100%hp 100%mn 94%mv> l Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A huge bat is here. A dark druid tends to the trees in the grove. <100%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === A dark druid tends to the trees in the grove. === 2 east === A trog is here, looming menacingly. <100%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === === 2 west === <100%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === A dark druid tends to the trees in the grove. A hunter prowls the forest for any type of game, maybe even you. === 2 north === Snarling through sharp teeth, a black wolf considers eating you. A wild dog stands here, its eyes glowing with hatred and insanity. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. A trog is here, looming menacingly. <100%hp 100%mn 100%mv> n Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A dark druid tends to the trees in the grove. A hunter prowls the forest for any type of game, maybe even you. Bayard has arrived. <100%hp 100%mn 97%mv> back hunter Your backstab devastates the hunter. The hunter has some small wounds. <100%hp 100%mn 97%mv> The hunter's pierce misses you. Your pierce injures the hunter. Bayard's pierce misses the hunter. Bayard's pierce hits the hunter. The hunter is covered in bleeding wounds. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile devastates the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. The vortex closes in a flash of light. The hunter is gushing blood. <100%hp 100%mn 97%mv> The hunter's pierce misses you. Your pierce hits the hunter. Bayard's pierce grazes the hunter. The hunter is screaming in pain. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. The hunter is screaming in pain. <100%hp 100%mn 97%mv> The hunter's pierce misses you. The hunter scrambles backward and dodges your pierce. Bayard's pierce misses the hunter. The hunter is screaming in pain. <100%hp 100%mn 97%mv> 3 Your kicked dirt misses the hunter. The hunter is screaming in pain. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile hits the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile grazes the hunter. The vortex closes in a flash of light. The hunter is spasming in shock. <100%hp 100%mn 97%mv> 3 You lean back and dodge the hunter's pierce. Your pierce hits the hunter. Bayard's pierce grazes the hunter. The hunter is writhing in agony. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the hunter. Bayard's magic missile injures the hunter. Bayard unleashes a magic missile at the hunter. Bayard's magic missile maims the hunter. The hunter is DEAD!! You receive 242 experience points. The hunter hits the ground ... DEAD. Bayard sacrifices the corpse of the hunter to the gods. The vortex closes in a flash of light. <100%hp 100%mn 97%mv> But you are not in combat! <100%hp 100%mn 97%mv> l Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A pile of silver coins. A thin dagger lies here on the ground. A huge bat is here. A dark druid tends to the trees in the grove. <100%hp 100%mn 97%mv> The trog has arrived. <100%hp 100%mn 97%mv> auto loo    loot Autolooting removed. <100%hp 100%mn 97%mv> auo Bayard peers intently north. <100%hp 100%mn 97%mv> to Bayard peers intently south. <100%hp 100%mn 100%mv> loot Huh? <100%hp 100%mn 100%mv> auto Bayard says, 'North' <100%hp 100%mn 100%mv> loot Automatic corpse looting set. Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. Bayard allows a magic mushroom to drop to ground. <100%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === Snarling through sharp teeth, a black wolf considers eating you. A wild dog stands here, its eyes glowing with hatred and insanity. Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. === 2 north === <100%hp 100%mn 100%mv> n It is pitch black ... Bayard has arrived. <100%hp 100%mn 97%mv> back      hold torc Bayard drops some coins. <100%hp 100%mn 97%mv> h Your hands are full. <100%hp 100%mn 97%mv> The prisoner leaves north. <100%hp 100%mn 97%mv> Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <100%hp 100%mn 97%mv> Bayard eats a magic mushroom. <100%hp 100%mn 97%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A pile of silver coins. A huge bat is here. Snarling through sharp teeth, a black wolf considers eating you. A wild dog stands here, its eyes glowing with hatred and insanity. <100%hp 100%mn 97%mv> back dog Your backstab GORES a wild dog! A wild dog is bleeding profusely. <100%hp 100%mn 97%mv> Your pierce misses a wild dog. Bayard's pierce hits a wild dog. Bayard's pierce scratches a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is bleeding profusely. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile wounds a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. The vortex closes in a flash of light. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> Your pierce hits a wild dog. Bayard's pierce misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is convulsing on the ground. <100%hp 100%mn 97%mv> 3 Your kicked dirt misses a wild dog. A wild dog is convulsing on the ground. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. A wild dog is DEAD!! You receive 294 experience points. A wild dog hits the ground ... DEAD. Bayard gets 37 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. The vortex closes in a flash of light. <100%hp 100%mn 97%mv> wo Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the wolf. Bayard's magic missile devastates the wolf. The wolf is DEAD!! You receive 137 experience points. You hear the wolf's death cry. Bayard gets 5 silver coins from the corpse of the wolf. Bayard sacrifices the corpse of the wolf to the gods. The vortex closes in a flash of light. <100%hp 100%mn 97%mv> l You have 1 gold, 646 silver, and 30947 experience (13 exp to level). <100%hp 100%mn 97%mv> Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A pile of silver coins. A huge bat is here. <100%hp 100%mn 97%mv> scan n You peer intently north. === 1 north === Desperately seeking help, an escaped prisoner crashes into trees as he stumbles along his way. <100%hp 100%mn 97%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === A large wild dog glares at you, mouth foaming, eyes glowing balefully. Stumbling, an escaped prisoner trips over an exposed root. === 2 east === A dark druid stands here, glancing furtively around. === 3 east === <100%hp 100%mn 100%mv> e It is pitch black ... Bayard has arrived. <100%hp 100%mn 97%mv> back dog Your backstab wounds a wild dog. A wild dog has some small wounds. <100%hp 100%mn 97%mv> Your pierce hits a wild dog. Bayard's pierce misses a wild dog. Bayard's pierce grazes a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog has quite a few wounds. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile hits a wild dog. The vortex closes in a flash of light. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> Your pierce misses a wild dog. Bayard's pierce misses a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> remove tome You stop using a tome of battle tactics. A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> Bayard says, 'Prisoner's too' A wild dog is covered in bleeding wounds. <100%hp 100%mn 97%mv> ho Your pierce hits a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is bleeding profusely. <100%hp 100%mn 97%mv> ld to Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. The vortex closes in a flash of light. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> rch You light a large torch with a magical flame and hold it. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] Bayard is here, fighting a wild dog. A wild dog is here, fighting YOU! Stumbling, an escaped prisoner trips over an exposed root. A wild dog leans to her left and dodges your pierce. Bayard's pierce grazes a wild dog. A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog is writhing in agony. <100%hp 100%mn 97%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile thrashes a wild dog. A wild dog is DEAD!! You receive 256 experience points. You raise a level!! You gain 13/170 hp, 8/171 mana, 6/202 move, and 4/4 practices. You hear a wild dog's death cry. Bayard gets 24 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. The vortex closes in a flash of light. <92%hp 95%mn 95%mv> wo You have 1 gold, 646 silver, and 31203 experience (4437 exp to level). <92%hp 95%mn 95%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] A huge bat is here. Stumbling, an escaped prisoner trips over an exposed root. <92%hp 95%mn 95%mv> p back pro isoner Your backstab DISMEMBERS the prisoner! The prisoner has some small wounds. <92%hp 95%mn 95%mv> Your pierce hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch misses you. Bayard's pierce misses the prisoner. The prisoner has quite a few wounds. <92%hp 95%mn 95%mv> 3 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile thrashes the prisoner. The vortex closes in a flash of light. The prisoner leans to his left and dodges your pierce. You lean to the left and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is bleeding profusely. <92%hp 95%mn 95%mv> Your kicked dirt scratches the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is bleeding profusely. <92%hp 95%mn 95%mv> Your pierce misses the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The sky gets very cloudy and a calmness begins here. The prisoner is bleeding profusely. <88%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile injures the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. The vortex closes in a flash of light. The prisoner is bleeding profusely. <88%hp 100%mn 100%mv> 5 The prisoner ducks and dodges your pierce. You lean to the right and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is bleeding profusely. <88%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is screaming in pain. <88%hp 100%mn 100%mv> You hook the prisoner's right ankle with your foot and trip him! Your trip scratches the prisoner. The prisoner is screaming in pain. <88%hp 100%mn 100%mv> Your pierce injures the prisoner. You drop, roll backward, and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <88%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. The prisoner is screaming in pain. <88%hp 100%mn 100%mv> Your pierce grazes the prisoner. You drop, roll backward, and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is spasming in shock. <88%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands MUTILATES the prisoner! The prisoner is writhing in agony. <88%hp 100%mn 100%mv> Your pierce hits the prisoner. You duck and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is writhing in agony. <88%hp 100%mn 100%mv> wimpy Bayard utters the words, 'gorienna tuaog'. Your pierce hits the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <82%hp 100%mn 100%mv> 40 Wimpy set to 40% hit points. The prisoner is convulsing on the ground. <82%hp 100%mn 100%mv> Your pierce misses the prisoner. You duck and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <82%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the prisoner. The prisoner is DEAD!! You receive 345 experience points. You hear the prisoner's death cry. Bayard gets 9 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. <82%hp 100%mn 100%mv> wo You have 1 gold, 646 silver, and 31548 experience (4092 exp to level). <82%hp 100%mn 100%mv> l Dark Woods The canopy of trees weaves together overhead, effectively blocking all light and rain and creating a total absense of light. No breeze stirs the trees or leaves lying on the ground; the air has a strange, thick smell. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <82%hp 100%mn 100%mv> sa Bayard peers intently west. <82%hp 100%mn 100%mv> ^R scan w You peer intently west. === 1 west === === 2 west === <82%hp 100%mn 100%mv> s Bayard peers intently north. <82%hp 100%mn 100%mv> can Bayard peers intently east. <82%hp 100%mn 100%mv> e You peer intently east. === 1 east === A dark druid stands here, glancing furtively around. === 2 east === <82%hp 100%mn 100%mv> scan s You peer intently south. === 1 south === A dark druid tends to the trees in the grove. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. === 2 south === Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. <82%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === A dark druid wanders the grove. <87%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === A dark druid stands here, glancing furtively around. === 2 east === <87%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === === 2 west === <87%hp 100%mn 100%mv> s Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] A dark druid tends to the trees in the grove. A trog is here, looming menacingly. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. Bayard has arrived. <87%hp 100%mn 98%mv> scan w You peer intently west. === 1 west === === 2 west === Patiently, a forest guardian watches the forest. An escaped prisoner stumbles along here, desperately seeking help. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <87%hp 100%mn 98%mv> scan e You peer intently east. === 1 east === === 2 east === <87%hp 100%mn 98%mv> s Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. Bayard has arrived. <87%hp 100%mn 96%mv> scan e You peer intently east. === 1 east === A dark druid tends to the trees in the grove. === 2 east === <87%hp 100%mn 96%mv> scan w You peer intently west. === 1 west === A black wolf stands here, snarling at you. A dark druid tends to the trees in the grove. === 2 west === <87%hp 100%mn 96%mv> w Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A black wolf stands here, snarling at you. A dark druid tends to the trees in the grove. Bayard has arrived. <87%hp 100%mn 94%mv> w Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard has arrived. <87%hp 100%mn 92%mv> back wolf They are not here. <87%hp 100%mn 92%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. <87%hp 100%mn 92%mv> scan w You peer intently west. === 1 west === === 2 west === A dark druid tends to the trees in the grove. <87%hp 100%mn 92%mv> sxa  can e You peer intently east. === 1 east === A black wolf stands here, snarling at you. A dark druid tends to the trees in the grove. === 2 east === Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. <87%hp 100%mn 92%mv> e Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] A black wolf stands here, snarling at you. A dark druid tends to the trees in the grove. Bayard has arrived. <87%hp 100%mn 90%mv> back wolf Your backstab misses the wolf. The wolf is in perfect condition. <87%hp 100%mn 90%mv> The wolf's bite misses you. The wolf's bite misses you. Your pierce injures the wolf. The wolf is DEAD!! You receive 121 experience points. You hear the wolf's death cry. You get a thin dagger from the corpse of the wolf. You get 4 silver coins from the corpse of the wolf. You split 4 silver coins. Your share is 2 silver. The gods give you 30 silver coins for your sacrifice. You split 30 silver coins. Your share is 15 silver. <87%hp 100%mn 90%mv> scan e You peer intently east. === 1 east === Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. === 2 east === A dark druid tends to the trees in the grove. <92%hp 100%mn 97%mv> e Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. Stumbling, an escaped prisoner trips over an exposed root. Bayard has arrived. <92%hp 100%mn 95%mv> back prisoner Your backstab MUTILATES the prisoner! The prisoner has some small wounds. <92%hp 100%mn 95%mv> Your pierce misses the prisoner. Bayard's pierce misses the prisoner. You lean to the left and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <92%hp 100%mn 95%mv> 3 Your pierce hits the prisoner. You scramble backward and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <92%hp 100%mn 95%mv> Your kicked dirt scratches the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner has some small wounds. <92%hp 100%mn 95%mv> The prisoner leans to his right and dodges your pierce. The prisoner's punch misses you. Bayard's pierce misses the prisoner. The prisoner has some small wounds. <92%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile injures the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. The vortex closes in a flash of light. The prisoner has quite a few wounds. <92%hp 100%mn 95%mv> 5 Your pierce hits the prisoner. You lean to the left and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is covered in bleeding wounds. <92%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile thrashes the prisoner. The vortex closes in a flash of light. The prisoner is bleeding profusely. <92%hp 100%mn 95%mv> Your trip misses the prisoner. Your pierce grazes the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is bleeding profusely. <87%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile scratches the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile grazes the prisoner. The vortex closes in a flash of light. The prisoner is bleeding profusely. <87%hp 100%mn 95%mv> 5 Your pierce injures the prisoner. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is gushing blood. <80%hp 100%mn 95%mv> You hook the prisoner's left ankle with your foot and trip him! Your trip scratches the prisoner. The prisoner is gushing blood. <80%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile devastates the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile wounds the prisoner. The vortex closes in a flash of light. The prisoner is screaming in pain. <80%hp 100%mn 95%mv> The prisoner leans back and dodges your pierce. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is screaming in pain. <74%hp 100%mn 95%mv> 3 He has already been blinded from the dirt in his eyes. The prisoner is screaming in pain. <74%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile grazes the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile grazes the prisoner. The vortex closes in a flash of light. The prisoner is spasming in shock. <74%hp 100%mn 95%mv> The druid has arrived. Your pierce misses the prisoner. You duck and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is spasming in shock. <74%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile maims the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile thrashes the prisoner. The vortex closes in a flash of light. The prisoner is convulsing on the ground. <74%hp 100%mn 95%mv> The prisoner hops backward and dodges your pierce. The prisoner's punch hits you. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <67%hp 100%mn 95%mv> Your pierce hits the prisoner. You lean to the left and dodge the prisoner's punch. Bayard's pierce misses the prisoner. The prisoner is convulsing on the ground. <67%hp 100%mn 95%mv> 3 He has already been blinded from the dirt in his eyes. The prisoner is convulsing on the ground. <67%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile grazes the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile wounds the prisoner. The prisoner is DEAD!! You receive 406 experience points. The prisoner's leg is sliced from his dead body. Bayard gets 9 silver coins from the corpse of the prisoner. Bayard sacrifices the corpse of the prisoner to the gods. The vortex closes in a flash of light. <67%hp 100%mn 95%mv> 5 But you are not fighting anyone! <67%hp 100%mn 95%mv> wo You have 1 gold, 663 silver, and 32075 experience (3565 exp to level). <67%hp 100%mn 95%mv> Bayard tells the group 'druid's too' <67%hp 100%mn 95%mv> smile You are sober. <72%hp 100%mn 100%mv> You smile happily. <72%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] It appears as though some large bird has lost a claw. The sliced-off leg of the prisoner is lying here. A dark druid tends to the trees in the grove. A huge bat is here. Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. <72%hp 100%mn 100%mv> bac Bayard utters the word, 'olgabar'. <72%hp 100%mn 100%mv> k druid Your backstab misses the druid. The druid is in perfect condition. <72%hp 100%mn 100%mv> Your pierce injures the druid. Bayard's pierce misses the druid. The druid's punch misses you. Bayard's pierce grazes the druid. The druid has a few bruises. <72%hp 100%mn 100%mv> 3 The druid leans back and dodges your pierce. The druid's punch misses you. Bayard's pierce injures the druid. The druid has some small wounds. <72%hp 100%mn 100%mv> Your kicked dirt scratches the druid. The druid is blinded by the dirt in his eyes! Your pierce injures the druid. The druid's punch misses you. Bayard's pierce misses the druid. The druid has some small wounds. <72%hp 100%mn 100%mv> Your pierce injures the druid. The druid's punch misses you. Bayard's pierce grazes the druid. The druid has quite a few wounds. <72%hp 100%mn 100%mv> 5 Your pierce injures the druid. You lean back and dodge the druid's punch. Bayard's pierce injures the druid. The druid is covered in bleeding wounds. <72%hp 100%mn 100%mv> You kick out the druid's left leg and trip him! Your trip grazes the druid. The druid is covered in bleeding wounds. <72%hp 100%mn 100%mv> Your pierce hits the druid. The druid's punch misses you. Bayard's pierce misses the druid. The druid is covered in bleeding wounds. <72%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile grazes the druid. The vortex closes in a flash of light. The druid is bleeding profusely. <72%hp 100%mn 100%mv> Your pierce injures the druid. You duck and dodge the druid's punch. Bayard's pierce misses the druid. The druid is bleeding profusely. <72%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile wounds the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile wounds the druid. The vortex closes in a flash of light. The druid is gushing blood. <72%hp 100%mn 100%mv> 3 He has already been blinded from the dirt in his eyes. The druid is gushing blood. <72%hp 100%mn 100%mv> The druid leans to his right and dodges your pierce. The druid's punch misses you. Bayard's pierce hits the druid. The druid is screaming in pain. <72%hp 100%mn 100%mv> 5 Your trip misses the druid. The druid is screaming in pain. <72%hp 100%mn 100%mv> Your pierce injures the druid. The druid's punch misses you. Bayard's pierce hits the druid. The druid is spasming in shock. <72%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile decimates the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile devastates the druid. The vortex closes in a flash of light. The druid is convulsing on the ground. <72%hp 100%mn 100%mv> The druid leans back and dodges your pierce. The druid's punch misses you. The druid is convulsing on the ground. <72%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile injures the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile maims the druid. The druid is DEAD!! You receive 399 experience points. The druid hits the ground ... DEAD. Bayard gets 23 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. The vortex closes in a flash of light. <72%hp 100%mn 100%mv> l bat Flying in front of you is an oversized bat. Its ears stick straight up from its head, its eyes glow from surrounding lights. Its wings and body are covered in short clean fur. Bayard is in perfect condition. Bayard is using: a silver ring a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of leather gloves a pewter practice dagger (Glowing) (Humming) A leather bound book labelled "missiles" You peek at the inventory: a mat made of lion hair a small key (Glowing) (Humming) A leather bound book labelled "cure insomnia" (Glowing) (Humming) A leather bound book labelled "inferno" a lump of copper ore a leather practice whip an iron shod staff ( 4) a tough waterskin ( 3) a bladder a bottle of rum a pewter practice dagger a two-man raft a small torch 65 gold coins, and 16025 silver coins. <72%hp 100%mn 100%mv> You are sober. <77%hp 100%mn 100%mv> reply     ge tell what doe Bayard smiles happily. <77%hp 100%mn 100%mv> s ^R gtell what do              <77%hp 100%mn 100%mv> ooc bayard Bayard peers intently north. <77%hp 100%mn 100%mv> how   what does Bayard says, 'Trogs' <77%hp 100%mn 100%mv> bat   cha Bayard says, 'Everything here' <77%hp 100%mn 100%mv> nging i Bayard chuckles politely. <77%hp 100%mn 100%mv> n   nto a bat doing      for me? [OOC] to Bayard: what does changing into a bat do for me? <77%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A dark druid's robe lies crumpled in a pile here. It appears as though some large bird has lost a claw. The sliced-off leg of the prisoner is lying here. A huge bat is here. Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. <77%hp 100%mn 100%mv> back t       [OOC] Bayard: makes you fly <77%hp 100%mn 100%mv> The trog has arrived. <77%hp 100%mn 100%mv> say     back [OOC] Bayard: helps your mana You look up and notice that it is no longer raining. You are sober. <81%hp 100%mn 100%mv> trog Your backstab decimates the trog. The trog has a few bruises. <81%hp 100%mn 100%mv> Your pierce hits the trog. Bayard's pierce grazes the trog. The trog's slash misses you. Bayard's pierce misses the trog. The trog has some small wounds. <81%hp 100%mn 100%mv> Your pierce hits the trog. The trog's slash misses you. Bayard's pierce misses the trog. The trog has some small wounds. <81%hp 100%mn 100%mv> [OOC] Bayard: helps your movement I mean The trog has some small wounds. <81%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile devastates the trog. The vortex closes in a flash of light. The trog is covered in bleeding wounds. <81%hp 100%mn 100%mv> The trog leans to her right and dodges your pierce. The trog's slash misses you. Bayard's pierce misses the trog. The trog is covered in bleeding wounds. <81%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. The vortex closes in a flash of light. Your pierce hits the trog. The trog's slash misses you. Bayard's pierce misses the trog. The trog is screaming in pain. <81%hp 100%mn 100%mv> The trog leans to her right and dodges your pierce. The trog's slash misses you. Bayard's pierce misses the trog. The trog is screaming in pain. <81%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. The vortex closes in a flash of light. The trog is spasming in shock. <81%hp 100%mn 100%mv> The trog scrambles backward and dodges your pierce. The trog's slash misses you. Bayard's pierce misses the trog. The trog is spasming in shock. <81%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. The vortex closes in a flash of light. The trog is writhing in agony. <81%hp 100%mn 100%mv> Your pierce injures the trog. The trog's slash misses you. Bayard's pierce misses the trog. The trog is convulsing on the ground. <81%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile decimates the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile grazes the trog. The trog is DEAD!! You receive 347 experience points. You hear the trog's death cry. Bayard gets 96 silver coins from the corpse of the trog. Bayard sacrifices the corpse of the trog to the gods. The vortex closes in a flash of light. <81%hp 100%mn 100%mv> wo You have 1 gold, 663 silver, and 32821 experience (2819 exp to level). <81%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. The sliced-off leg of the prisoner is lying here. A huge bat is here. Patiently, a forest guardian watches the forest. A trog is here, looming menacingly. <81%hp 100%mn 100%mv> back trog You are sober. <86%hp 100%mn 100%mv> Your backstab MUTILATES the trog! The trog has some small wounds. <86%hp 100%mn 100%mv> The trog ducks and dodges your pierce. Bayard's pierce misses the trog. The trog's slash misses you. The trog has some small wounds. <86%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile injures the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. The vortex closes in a flash of light. The trog has quite a few wounds. <86%hp 100%mn 100%mv> Your pierce injures the trog. Bayard's pierce misses the trog. The trog's slash misses you. The trog has quite a few wounds. <86%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile decimates the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. The vortex closes in a flash of light. The trog is bleeding profusely. <86%hp 100%mn 100%mv> Your pierce injures the trog. Bayard's pierce misses the trog. The trog's slash hits you. The trog is bleeding profusely. <80%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile maims the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile injures the trog. The vortex closes in a flash of light. The trog is screaming in pain. <80%hp 100%mn 100%mv> The trog scrambles backward and dodges your pierce. Bayard's pierce misses the trog. The trog's slash hits you. The trog is screaming in pain. <75%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile hits the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. The vortex closes in a flash of light. The trog is spasming in shock. <75%hp 100%mn 100%mv> Your pierce injures the trog. Bayard's pierce grazes the trog. The trog's slash misses you. The trog is writhing in agony. <75%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the trog. Bayard's magic missile thrashes the trog. Bayard unleashes a magic missile at the trog. Bayard's magic missile wounds the trog. The vortex closes in a flash of light. The trog is convulsing on the ground. <75%hp 100%mn 100%mv> The trog hops backward and dodges your pierce. Bayard's pierce hits the trog. The trog's slash misses you. The trog is convulsing on the ground. <75%hp 100%mn 100%mv> 3 Your kicked dirt misses the trog. The trog is convulsing on the ground. <75%hp 100%mn 100%mv> 3 Your pierce injures the trog. The trog is DEAD!! You receive 364 experience points. You hear the trog's death cry. You get a vest from the corpse of the trog. You get 74 silver coins from the corpse of the trog. You split 74 silver coins. Your share is 37 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <75%hp 100%mn 100%mv> wo But you are not in combat! <75%hp 100%mn 100%mv> You have 1 gold, 730 silver, and 33185 experience (2455 exp to level). <75%hp 100%mn 100%mv> drink 2.flagon It is already empty. <75%hp 100%mn 100%mv> drink 3.flagon You drink sapjuice called Kelthorn Blend from a bark-covered flagon. Your thirst is quenched. <75%hp 100%mn 100%mv> say Hunters? You say, 'Hunters?' <75%hp 100%mn 100%mv> The sun slowly disappears in the west. The sky appears somewhat cloudy, and it begins to rain. The leg of the prisoner decomposes. <80%hp 100%mn 100%mv> l say e Bayard shrugs helplessly. <80%hp 100%mn 100%mv> rr The forest guardian leaves north. <80%hp 100%mn 100%mv> guardians Bayard nods. <80%hp 100%mn 100%mv> ? You say, 'err guardians?' <80%hp 100%mn 100%mv> Bayard nods. <80%hp 100%mn 100%mv> l Bayard drinks water from a bladder. <80%hp 100%mn 100%mv> Bayard drinks water from a bladder. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <80%hp 100%mn 100%mv> n Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] Patiently, a forest guardian watches the forest. A dark druid tends to the trees in the grove. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. Bayard has arrived. <80%hp 100%mn 98%mv> back guardian Your backstab MUTILATES the forest guardian! Your pierce injures the forest guardian. Bayard's pierce grazes the forest guardian. You lean to the right and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian has quite a few wounds. <80%hp 100%mn 98%mv> 3 Your pierce injures the forest guardian. The forest guardian's magic grazes you. Bayard's pierce grazes the forest guardian. The forest guardian has quite a few wounds. <75%hp 100%mn 98%mv> Your pierce injures the forest guardian. The forest guardian's magic hits you. Bayard's pierce misses the forest guardian. The forest guardian is covered in bleeding wounds. <68%hp 100%mn 98%mv> Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is covered in bleeding wounds. <68%hp 100%mn 98%mv> Your pierce hits the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <68%hp 100%mn 98%mv> 5 Your pierce hits the forest guardian. The forest guardian's magic misses you. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <68%hp 100%mn 98%mv> You quickly stick your leg behind the forest guardian's right leg and trip him! Your trip scratches the forest guardian. The forest guardian is bleeding profusely. <68%hp 100%mn 98%mv> Your pierce injures the forest guardian. The forest guardian's magic misses you. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <68%hp 100%mn 98%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. The vortex closes in a flash of light. The forest guardian is gushing blood. <68%hp 100%mn 98%mv> 3 Your pierce injures the forest guardian. The forest guardian's magic hits you. Bayard's pierce misses the forest guardian. The forest guardian is gushing blood. <62%hp 100%mn 98%mv> He has already been blinded from the dirt in his eyes. The forest guardian is gushing blood. <62%hp 100%mn 98%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands thrashes the forest guardian. The forest guardian is screaming in pain. <62%hp 100%mn 98%mv> 5 You hook the forest guardian's left ankle with your foot and trip him! Your trip grazes the forest guardian. The forest guardian is screaming in pain. <62%hp 100%mn 98%mv> Your pierce injures the forest guardian. The forest guardian's magic misses you. Bayard's pierce scratches the forest guardian. The forest guardian is spasming in shock. <62%hp 100%mn 98%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile nicks the forest guardian. The vortex closes in a flash of light. The forest guardian is spasming in shock. <62%hp 100%mn 98%mv> Your pierce injures the forest guardian. You scramble backward and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <65%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <65%hp 100%mn 100%mv> Your pierce hits the forest guardian. The forest guardian's magic grazes you. Bayard's pierce grazes the forest guardian. The forest guardian is convulsing on the ground. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The forest guardian is DEAD!! You receive 406 experience points. The forest guardian's heart is torn from his chest. Bayard gets 28 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. The vortex closes in a flash of light. <61%hp 100%mn 100%mv> The druid gets a large claw. <61%hp 100%mn 100%mv> wo You have 1 gold, 730 silver, and 33591 experience (2049 exp to level). <61%hp 100%mn 100%mv> l Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] The torn-out heart of the forest guardian is lying here. A huge bat is here. A dark druid tends to the trees in the grove. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <61%hp 100%mn 100%mv> back druid Your backstab DISMEMBERS the druid! The druid has some small wounds. <61%hp 100%mn 100%mv> 3 Your pierce injures the druid. Bayard's pierce misses the druid. You hop backward and dodge the druid's punch. The druid has quite a few wounds. <61%hp 100%mn 100%mv> The druid leans to his right and dodges your pierce. Bayard's pierce grazes the druid. The druid's punch misses you. The druid has quite a few wounds. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. The vortex closes in a flash of light. The druid is covered in bleeding wounds. <61%hp 100%mn 100%mv> Your kicked dirt nicks the druid. The druid is blinded by the dirt in his eyes! The druid is covered in bleeding wounds. <61%hp 100%mn 100%mv> Your pierce hits the druid. Bayard's pierce misses the druid. The druid's punch misses you. The druid is covered in bleeding wounds. <61%hp 100%mn 100%mv> 5 Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile maims the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. The vortex closes in a flash of light. The druid is gushing blood. <61%hp 100%mn 100%mv> Your pierce injures the druid. Bayard's pierce misses the druid. The druid's punch misses you. The druid is gushing blood. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile grazes the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. The vortex closes in a flash of light. The druid is gushing blood. <61%hp 100%mn 100%mv> You hook the druid's right ankle with your foot and trip him! Your trip grazes the druid. The druid is screaming in pain. <61%hp 100%mn 100%mv> Your pierce wounds the druid. Bayard's pierce misses the druid. You duck and dodge the druid's punch. The druid is screaming in pain. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile injures the druid. The vortex closes in a flash of light. The druid is spasming in shock. <61%hp 100%mn 100%mv> 5 Your trip misses the druid. Your pierce wounds the druid. Bayard's pierce misses the druid. The druid's punch misses you. The druid is writhing in agony. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile maims the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile grazes the druid. The vortex closes in a flash of light. The druid is convulsing on the ground. <61%hp 100%mn 100%mv> Your pierce injures the druid. Bayard's pierce scratches the druid. The druid is DEAD!! You receive 347 experience points. The druid's severed head plops on the ground. Bayard gets 42 silver coins from the corpse of the druid. Bayard sacrifices the corpse of the druid to the gods. <61%hp 100%mn 100%mv> wo You have 1 gold, 730 silver, and 33938 experience (1702 exp to level). <61%hp 100%mn 100%mv> You look up and notice that it is no longer raining. You are sober. You feel less armored. <65%hp 100%mn 100%mv> Bayard tells the group 'Good learning here, if only we had a third' <65%hp 100%mn 100%mv> gtell Aye, I     , should I rest a moment? You tell the group 'Aye, should I rest a moment?' <65%hp 100%mn 100%mv> l exam sack A brownish leather-like sack rests here. A Big Ol'Pack Sack holds: a walking staff a lembas leaf a bright green potion a milky white potion ( 7) a warm loaf of bread (Glowing) a war banner (Glowing) a potion of fate (18) a pale green potion (14) a blue potion (Glowing) a potion of bravery <65%hp 100%mn 100%mv> get bra avery sack The night has begun. You are sober. <70%hp 100%mn 100%mv> A potion of bravery: you cannot carry that many items. <70%hp 100%mn 100%mv> inv You are carrying: a vest ( 3) a thin dagger the Grand Pooh-Ba's Staff a note of introduction ( 2) dagger an envelope containing a note of introduction a tome of battle tactics a leather practice whip a tiny cockroach head ( 2) a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <70%hp 100%mn 100%mv> drop a..  ll.dagger r You drop a thin dagger. You drop a thin dagger. You drop a thin dagger. You drop dagger. You drop dagger. <70%hp 100%mn 100%mv> Bayard shrugs helplessly. <70%hp 100%mn 100%mv> Bayard says, 'If you want' <70%hp 100%mn 100%mv> get potion sack You get a bright green potion from a Big Ol'Pack Sack. <70%hp 100%mn 100%mv> get bravery sack You get a potion of bravery from a Big Ol'Pack Sack. <70%hp 100%mn 100%mv> quaff bravery You quaff a potion of bravery. You feel a chill as a dark cloud surrounds you! He is already under a mantle of death. You mutter a curse upon yourself and it fails! You are surrounded by a chromatic aura. <70%hp 100%mn 100%mv> You are sober. <75%hp 100%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has quite a few wounds. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <75%hp 100%mn 100%mv> l Cave Entrance In the middle of this small open area is what appears to be a fissure leading down into a cave. Mold grows in the rocks of the entrance, giving it a slick, wet look. Inside, it is ominously dark. [Exits: north east south west down] ( 2) A sharp dagger gleams in the light. ( 3) A thin dagger lies here on the ground. It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. The severed head of the druid is lying here. The torn-out heart of the forest guardian is lying here. A huge bat is here. A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <75%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === === 2 north === A trog is here, looming menacingly. <75%hp 100%mn 100%mv> scan s Bayard peers intently north. <75%hp 100%mn 100%mv> You peer intently south. === 1 south === === 2 south === Patiently, a forest guardian watches the forest. Scanning for trouble, a forest guardian stands watch patiently. === 3 south === <75%hp 100%mn 100%mv> s Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. Bayard has arrived. <75%hp 100%mn 98%mv> s Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Patiently, a forest guardian watches the forest. Scanning for trouble, a forest guardian stands watch patiently. Bayard has arrived. <75%hp 100%mn 96%mv> back guardian Your backstab DISMEMBERS the forest guardian! The forest guardian has some small wounds. <75%hp 100%mn 96%mv> 3 Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic grazes you. The forest guardian has quite a few wounds. <72%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian is covered in bleeding wounds. <72%hp 100%mn 96%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <72%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <72%hp 100%mn 96%mv> Your kicked dirt grazes the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is bleeding profusely. <72%hp 100%mn 96%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic grazes you. The forest guardian is bleeding profusely. <68%hp 100%mn 96%mv> Bayard utters the word, 'yabantisghbantisud'. Bayard clenches a fist and releases a stream of searing flames! Bayard's firestream grazes the forest guardian. The forest guardian is gushing blood. <68%hp 100%mn 96%mv> The forest guardian leans back and dodges your pierce. The forest guardian's magic grazes you. The forest guardian is gushing blood. <65%hp 100%mn 96%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the forest guardian. The forest guardian is screaming in pain. <65%hp 100%mn 96%mv> Your pierce wounds the forest guardian. Bayard's pierce hits the forest guardian. You lean to the right and dodge the forest guardian's magic. You are sober. The forest guardian is screaming in pain. <68%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile thrashes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile thrashes the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <68%hp 100%mn 100%mv> Your pierce misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic scratches you. The forest guardian is writhing in agony. <66%hp 100%mn 100%mv> 3 Your kicked dirt misses the forest guardian. The forest guardian is writhing in agony. <66%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <66%hp 100%mn 100%mv> 3 Your pierce injures the forest guardian. Bayard's pierce grazes the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is convulsing on the ground. <66%hp 100%mn 100%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic scratches you. The forest guardian is convulsing on the ground. <64%hp 100%mn 100%mv> Your kicked dirt misses the forest guardian. The forest guardian is convulsing on the ground. <64%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. The forest guardian is DEAD!! You receive 415 experience points. You hear the forest guardian's death cry. Bayard gets 96 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. The vortex closes in a flash of light. <64%hp 100%mn 100%mv> wo You have 1 gold, 730 silver, and 34353 experience (1287 exp to level). <64%hp 100%mn 100%mv> prac shapeshift 100% dagger  86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dirt kicking 97% dodge 100% envenom 1% hand to hand 100% parry 1% trip 86% haggle 75% hide 100% peek 100% pick lock 1% sneak 100% steal 75% scrolls 75% staves 75% You have 4 practice sessions left. <64%hp 100%mn 100%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. Scanning for trouble, a forest guardian stands watch patiently. <64%hp 100%mn 100%mv> back guardian Your backstab DISEMBOWELS the forest guardian! The forest guardian has some small wounds. <64%hp 100%mn 100%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. Bayard's pierce misses the forest guardian. You drop, roll backward, and dodge the forest guardian's magic. The forest guardian has quite a few wounds. <64%hp 100%mn 100%mv> 3 Torrential rain begins to fall as a storm erupts. The crackling sound of thunder booms. You are sober. The forest guardian has some small wounds. <67%hp 100%mn 100%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic grazes you. The forest guardian has quite a few wounds. <64%hp 100%mn 100%mv> Your kicked dirt nicks the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has quite a few wounds. <64%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile mauls the forest guardian. The vortex closes in a flash of light. The forest guardian is covered in bleeding wounds. <64%hp 100%mn 100%mv> 5 Your pierce wounds the forest guardian. You lean back and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <64%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <64%hp 100%mn 100%mv> Your pierce wounds the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic misses you. The forest guardian is bleeding profusely. <64%hp 100%mn 100%mv> You hook the forest guardian's left ankle with your foot and trip him! Your trip scratches the forest guardian. The forest guardian is bleeding profusely. <64%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. The vortex closes in a flash of light. Your pierce hits the forest guardian. Bayard's pierce hits the forest guardian. The forest guardian's magic grazes you. The forest guardian is screaming in pain. <61%hp 100%mn 100%mv> Your pierce misses the forest guardian. Bayard's pierce misses the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is screaming in pain. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. The vortex closes in a flash of light. The forest guardian is spasming in shock. <61%hp 100%mn 100%mv> 5 You quickly stick your leg behind the forest guardian's right leg and trip him! Your trip scratches the forest guardian. The forest guardian is spasming in shock. <61%hp 100%mn 100%mv> Your pierce injures the forest guardian. Bayard's pierce grazes the forest guardian. The forest guardian's magic misses you. The forest guardian is spasming in shock. <61%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is convulsing on the ground. <61%hp 100%mn 100%mv> Your pierce wounds the forest guardian. The forest guardian is DEAD!! You receive 394 experience points. The forest guardian's heart is torn from his chest. You get a bloody scroll ripped from a corpse from the corpse of the forest guardian. You get a thin dagger from the corpse of the forest guardian. You get 53 silver coins from the corpse of the forest guardian. You split 53 silver coins. Your share is 27 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <61%hp 100%mn 100%mv> wo You have 1 gold, 787 silver, and 34747 experience (893 exp to level). <61%hp 100%mn 100%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is covered in bleeding wounds. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a leather cap made from the skin of the skeleton of a winged, fiery-haired man a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <61%hp 100%mn 100%mv> sit You sit down. <61%hp 100%mn 100%mv> The chromatic aura around your body fades. <66%hp 100%mn 100%mv> ta  get blue sack You get a blue potion from a Big Ol'Pack Sack. <66%hp 100%mn 100%mv> give bl   Bayard nods. <66%hp 100%mn 100%mv> ^R give     <66%hp 100%mn 100%mv> give blue bat You give a blue potion to Bayard. <66%hp 100%mn 100%mv> get blue sack You get a blue potion from a Big Ol'Pack Sack. <66%hp 100%mn 100%mv> quaff blue You quaff a blue potion. Your eyes tingle. <66%hp 100%mn 100%mv> Bayard utters the words, 'aculaictha aazag'. <66%hp 100%mn 100%mv> stand Bayard utters the words, 'aculaictha aazag'. <66%hp 100%mn 100%mv> You stand up. <66%hp 100%mn 100%mv> l Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] The torn-out heart of the forest guardian is lying here. A huge bat is here. <66%hp 100%mn 100%mv> The thunderclap from the storm seems to cease. <71%hp 100%mn 100%mv> exam sack A brownish leather-like sack rests here. A Big Ol'Pack Sack holds: a walking staff a lembas leaf a milky white potion ( 7) a warm loaf of bread (Glowing) a war banner (Glowing) a potion of fate (18) a pale green potion (12) a blue potion <71%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === === 2 north === A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <71%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === === 2 west === <71%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === === 2 east === <71%hp 100%mn 100%mv> scan ns Which way do you want to scan? <71%hp 100%mn 100%mv> scan s You peer intently south. === 1 south === === 2 south === <71%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === === 2 north === A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. <71%hp 100%mn 100%mv> n Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A vest looking to be made from a tree lies here. ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. Bayard has arrived. <71%hp 100%mn 98%mv> n scan e You peer intently east. === 1 east === === 2 east === <71%hp 100%mn 98%mv> scan w You peer intently west. === 1 west === === 2 west === <71%hp 100%mn 98%mv> take vest You get a vest. <71%hp 100%mn 98%mv> back druid They are not here. <75%hp 100%mn 100%mv> l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <75%hp 100%mn 100%mv> bac   l Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] ( 2) It appears as though some large bird has lost a claw. A dark druid's robe lies crumpled in a pile here. A huge bat is here. <75%hp 100%mn 100%mv> n sca  n n You peer intently north. === 1 north === A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. === 2 north === <75%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === === 2 west === <75%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === === 2 east === <75%hp 100%mn 100%mv> e Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard has arrived. <75%hp 100%mn 98%mv> scan e You peer intently east. === 1 east === === 2 east === <75%hp 100%mn 98%mv> s e Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else here is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] Bayard has arrived. <75%hp 100%mn 96%mv> scan e You peer intently east. === 1 east === === 2 east === <75%hp 100%mn 96%mv> sca n  n s You peer intently south. === 1 south === === 2 south === Patiently, a forest guardian watches the forest. <75%hp 100%mn 96%mv> s Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] Bayard has arrived. <75%hp 100%mn 94%mv> s Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west up] Patiently, a forest guardian watches the forest. Bayard has arrived. <75%hp 100%mn 92%mv> back guardian Your backstab DISMEMBERS the forest guardian! The forest guardian has some small wounds. <75%hp 100%mn 92%mv> Your pierce hits the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian has quite a few wounds. <75%hp 100%mn 92%mv> 3 Your pierce injures the forest guardian. The forest guardian's magic grazes you. The forest guardian has quite a few wounds. <71%hp 100%mn 92%mv> Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian has quite a few wounds. <71%hp 100%mn 92%mv> 3 The forest guardian ducks and dodges your pierce. Bayard's pierce misses the forest guardian. The forest guardian's magic misses you. The forest guardian has quite a few wounds. <71%hp 100%mn 92%mv> Your pierce injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic misses you. The forest guardian is covered in bleeding wounds. <71%hp 100%mn 92%mv> He has already been blinded from the dirt in his eyes. The forest guardian is covered in bleeding wounds. <71%hp 100%mn 92%mv> The dark cloud about you drifts away. The forest guardian is covered in bleeding wounds. <74%hp 100%mn 99%mv> The forest guardian drops, rolls backward, and dodges your pierce. Bayard's pierce misses the forest guardian. The forest guardian's magic hits you. The forest guardian is covered in bleeding wounds. <67%hp 100%mn 99%mv> 5 You quickly stick your leg behind the forest guardian's left leg and trip him! Your trip grazes the forest guardian. The forest guardian is covered in bleeding wounds. <67%hp 100%mn 99%mv> The forest guardian scrambles backward and dodges your pierce. Bayard's pierce misses the forest guardian. You lean to the right and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <67%hp 100%mn 99%mv> Your pierce injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic grazes you. The forest guardian is covered in bleeding wounds. <62%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile thrashes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile scratches the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <62%hp 100%mn 99%mv> The forest guardian leans to his left and dodges your pierce. Bayard's pierce misses the forest guardian. You hop backward and dodge the forest guardian's magic. The forest guardian is bleeding profusely. <62%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile thrashes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is screaming in pain. <62%hp 100%mn 99%mv> The forest guardian scrambles backward and dodges your pierce. Bayard's pierce hits the forest guardian. The forest guardian's magic hits you. The forest guardian is screaming in pain. <55%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is writhing in agony. <55%hp 100%mn 99%mv> Your pierce injures the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic hits you. The forest guardian is writhing in agony. <48%hp 100%mn 99%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile devastates the forest guardian. The forest guardian is DEAD!! You receive 347 experience points. The forest guardian's severed head plops on the ground. Bayard gets 59 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. The vortex closes in a flash of light. <48%hp 100%mn 99%mv> 3 But you are not in combat! <48%hp 100%mn 99%mv> wo You have 1 gold, 787 silver, and 35094 experience (546 exp to level). <48%hp 100%mn 99%mv> sit You sit down. <48%hp 100%mn 99%mv> ooc what potions re          bayard what potions restore hp? They are not here. <48%hp 100%mn 99%mv> ooc bayard what potin ons restore hp? [OOC] to Bayard: what potions restore hp? <53%hp 100%mn 100%mv> exam sack A brownish leather-like sack rests here. A Big Ol'Pack Sack holds: a walking staff a lembas leaf a milky white potion ( 7) a warm loaf of bread (Glowing) a war banner (Glowing) a potion of fate (18) a pale green potion (12) a blue potion <53%hp 100%mn 100%mv> take 5.gree sack I see nothing like that in the sack. <53%hp 100%mn 100%mv> take 5.green sack You get a pale green potion from a Big Ol'Pack Sack. <53%hp 100%mn 100%mv> give 5.gree     %   [OOC] Bayard: not sure <53%hp 100%mn 100%mv> ^R give     <53%hp 100%mn 100%mv> give green b Bayard drops a mat made of lion hair. <58%hp 100%mn 100%mv> ayard You give a pale green potion to Bayard. Bayard says, 'Sleep on the mat' <58%hp 100%mn 100%mv> stand Bayard utters the words, 'bbantisuhz yiio'. A magic mushroom suddenly appears. <58%hp 100%mn 100%mv> You stand up. <58%hp 100%mn 100%mv> sleep mat You go to sleep on a mat made of lion hair. <58%hp 100%mn 100%mv> inv You are carrying: ( 2) a vest a thin dagger a bloody scroll ripped from a corpse a bright green potion the Grand Pooh-Ba's Staff a note of introduction an envelope containing a note of introduction a tome of battle tactics a leather practice whip a tiny cockroach head ( 2) a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <58%hp 100%mn 100%mv> l sefl  lf In your dreams, or what? <58%hp 100%mn 100%mv> exam sack In your dreams, or what? <85%hp 100%mn 100%mv> stand You wake and stand up. <85%hp 100%mn 100%mv> say Where did ye get that mat? You say, 'Where did ye get that mat?' <85%hp 100%mn 100%mv> Bayard says, 'Near Glyndane' <85%hp 100%mn 100%mv> Bayard gets a mat made of lion hair. <85%hp 100%mn 100%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west up] It appears as though some large bird has lost a claw. The severed head of the forest guardian is lying here. A huge bat is here. <85%hp 100%mn 100%mv> scca  an e You peer intently east. === 1 east === === 2 east === Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. <90%hp 100%mn 100%mv> e Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Bayard has arrived. <90%hp 100%mn 98%mv> e Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] Balefully staring at you through wild, glowing eyes, a hateful wild dog foams at the mouth. Bayard has arrived. <90%hp 100%mn 96%mv> back dog Your backstab misses a wild dog. A wild dog is in perfect condition. <90%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. A wild dog ducks and dodges your pierce. Bayard's pierce hits a wild dog. Bayard's pierce misses a wild dog. A wild dog has a few bruises. <90%hp 100%mn 96%mv> 3 A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's pierce misses a wild dog. A wild dog has some small wounds. <90%hp 100%mn 96%mv> Your kicked dirt grazes a wild dog. A wild dog is blinded by the dirt in his eyes! A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce hits a wild dog. Bayard's pierce misses a wild dog. A wild dog has quite a few wounds. <90%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's pierce misses a wild dog. A wild dog is covered in bleeding wounds. <90%hp 100%mn 96%mv> A wild dog's chomp grazes you. You lean to the left and dodge a wild dog's chomp. Your pierce injures a wild dog. Bayard's pierce misses a wild dog. A wild dog is bleeding profusely. <86%hp 100%mn 96%mv> inv You are carrying: ( 2) a vest a thin dagger a bloody scroll ripped from a corpse a bright green potion the Grand Pooh-Ba's Staff a note of introduction an envelope containing a note of introduction a tome of battle tactics a leather practice whip a tiny cockroach head ( 2) a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner A wild dog is bleeding profusely. <86%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's pierce grazes a wild dog. A wild dog is gushing blood. <86%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce wounds a wild dog. Bayard's pierce misses a wild dog. A wild dog is screaming in pain. <86%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce grazes a wild dog. Bayard's pierce misses a wild dog. A wild dog is screaming in pain. <86%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce hits a wild dog. Bayard's pierce grazes a wild dog. A wild dog is spasming in shock. <86%hp 100%mn 96%mv> A wild dog's chomp misses you. A wild dog's chomp misses you. Your pierce injures a wild dog. Bayard's pierce hits a wild dog. A wild dog is convulsing on the ground. <86%hp 100%mn 96%mv> You look up and notice that it is no longer raining. A wild dog is writhing in agony. <89%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile injures a wild dog. Bayard unleashes a magic missile at a wild dog. Bayard's magic missile maims a wild dog. A wild dog is DEAD!! You receive 224 experience points. A wild dog spills his guts all over the floor. Bayard gets 35 silver coins from the corpse of a wild dog. Bayard sacrifices the corpse of a wild dog to the gods. The vortex closes in a flash of light. <89%hp 100%mn 100%mv> weild      eild whip          remove dagger You stop using a thin dagger. <89%hp 100%mn 100%mv> hold whip You wield a leather practice whip. You are skilled with a leather practice whip. <89%hp 100%mn 100%mv> l Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A steaming pile of a wild dog's entrails is lying here. A huge bat is here. <89%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === === 2 west === === 3 west === <89%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === === 2 east === === 3 east === <89%hp 100%mn 100%mv> scan n You peer intently north. === 1 north === === 2 north === === 3 north === A dark druid tends to the trees in the grove. <89%hp 100%mn 100%mv> n Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A pile of silver coins. Bayard has arrived. <89%hp 100%mn 98%mv> n Well of Lost Hope Jutting forth from the ground like a twisted altar, it seems to scream to the sky to be freed from this place. Once, long ago, before the forest was cursed, this was the Well of Hope but the name is now changed to what is more appropriate given its state. Vines snake up through the rocks that make up this well and the bucket to lower down is in shambles. [Exits: north east south west] Bayard has arrived. <89%hp 100%mn 96%mv> n Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A delicious magic mushroom is here. A pile of silver coins. A dark druid tends to the trees in the grove. Bayard has arrived. <89%hp 100%mn 94%mv> bak ck    kill druid Your sting hits the druid. The druid has a few scratches. <89%hp 100%mn 94%mv> Your sting injures the druid. Bayard's pierce misses the druid. Bayard's pierce misses the druid. You lean back and dodge the druid's punch. The druid has a few bruises. <89%hp 100%mn 94%mv> Your sting hits the druid. Bayard's pierce misses the druid. You lean back and dodge the druid's punch. The druid has some small wounds. <89%hp 100%mn 94%mv> 3 Your kicked dirt misses the druid. The druid has some small wounds. <89%hp 100%mn 94%mv> Your sting misses the druid. Bayard's pierce misses the druid. The druid's punch misses you. The druid has some small wounds. <89%hp 100%mn 94%mv> The sky gets very cloudy and a calmness begins here. The druid has a few bruises. <92%hp 100%mn 100%mv> Your sting hits the druid. Bayard's pierce misses the druid. You lean to the left and dodge the druid's punch. The druid has some small wounds. <92%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile mauls the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. The vortex closes in a flash of light. The druid has quite a few wounds. <92%hp 100%mn 100%mv> Your sting scratches the druid. Bayard's pierce misses the druid. The druid's punch misses you. The druid has quite a few wounds. <92%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile hits the druid. The vortex closes in a flash of light. The druid has quite a few wounds. <92%hp 100%mn 100%mv> The druid ducks and dodges your sting. Bayard's pierce hits the druid. The druid's punch hits you. The druid is covered in bleeding wounds. <86%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile grazes the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile grazes the druid. The vortex closes in a flash of light. The druid is covered in bleeding wounds. <86%hp 100%mn 100%mv> The druid drops, rolls backward, and dodges your sting. Bayard's pierce hits the druid. You scramble backward and dodge the druid's punch. The druid is covered in bleeding wounds. <86%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile injures the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile wounds the druid. The vortex closes in a flash of light. The druid is gushing blood. <86%hp 100%mn 100%mv> Your sting injures the druid. Bayard's pierce misses the druid. You lean to the left and dodge the druid's punch. The druid is gushing blood. <86%hp 100%mn 100%mv> remove whi Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile maims the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile injures the druid. The vortex closes in a flash of light. The druid is spasming in shock. <86%hp 100%mn 100%mv> p The druid leans back and dodges your sting. Bayard's pierce scratches the druid. You lean back and dodge the druid's punch. The druid is spasming in shock. <86%hp 100%mn 100%mv> You stop using a leather practice whip. The druid is spasming in shock. <86%hp 100%mn 100%mv> Your punch hits the druid. Bayard's pierce hits the druid. You lean back and dodge the druid's punch. The druid is spasming in shock. <86%hp 100%mn 100%mv> hold d Your punch hits the druid. Bayard's pierce misses the druid. The druid's punch hits you. The druid is writhing in agony. <81%hp 100%mn 100%mv> ager You do not have that item. The druid is writhing in agony. <81%hp 100%mn 100%mv> ho Your punch hits the druid. Bayard's pierce misses the druid. The druid's punch hits you. The druid is writhing in agony. <75%hp 100%mn 100%mv> ld dagger You wield a thin dagger. You feel quite confident with a thin dagger. The druid is writhing in agony. <75%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the druid. Bayard's magic missile injures the druid. Bayard unleashes a magic missile at the druid. Bayard's magic missile mauls the druid. The vortex closes in a flash of light. The druid is convulsing on the ground. <75%hp 100%mn 100%mv> Your pierce injures the druid. The druid is DEAD!! You receive 287 experience points. The druid spills his guts all over the floor. You get a druidian robe from the corpse of the druid. You get 19 silver coins from the corpse of the druid. You split 19 silver coins. Your share is 10 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <75%hp 100%mn 100%mv> 3 But you are not in combat! <75%hp 100%mn 100%mv> wo You have 1 gold, 827 silver, and 35605 experience (35 exp to level). <75%hp 100%mn 100%mv> l Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A steaming pile of the druid's entrails is lying here. A delicious magic mushroom is here. A pile of silver coins. A huge bat is here. <75%hp 100%mn 100%mv> take co A leather cap made from the skin of the skeleton of a winged, fiery-haired man crumbles into dust. <95%hp 100%mn 100%mv> ins You get 19 silver coins. You split 19 silver coins. Your share is 10 silver. <95%hp 100%mn 100%mv> l Grove of Despair Rises in the ground seem to abound here, small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A steaming pile of the druid's entrails is lying here. A delicious magic mushroom is here. A huge bat is here. <95%hp 100%mn 100%mv> scan e You peer intently east. === 1 east === A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. === 2 east === <95%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. === 2 west === Patiently, a forest guardian watches the forest. <95%hp 100%mn 100%mv> w Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] A charred skeleton lies here, unmoving. A charred skeleton lies here, unmoving. Bayard has arrived. <95%hp 100%mn 98%mv> w Grove of Despair Rises in the ground seem to abound here as small hills dot the landscape. The smell of mold and mildew floats through the air and the smell of death is heavy. The trunks of the trees have scratch marks on them where something has been sharpening its claws. [Exits: north east south west] Patiently, a forest guardian watches the forest. Bayard has arrived. <95%hp 100%mn 96%mv> back guardian Your backstab DISMEMBERS the forest guardian! The forest guardian has quite a few wounds. <95%hp 100%mn 96%mv> Your pierce hits the forest guardian. Bayard's pierce grazes the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic injures you. The forest guardian has quite a few wounds. <84%hp 100%mn 96%mv> Your pierce injures the forest guardian. Bayard's pierce misses the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <84%hp 100%mn 96%mv> Your pierce injures the forest guardian. You duck and dodge the forest guardian's magic. The forest guardian is covered in bleeding wounds. <84%hp 100%mn 96%mv> The forest guardian leans to his right and dodges your pierce. Bayard's pierce misses the forest guardian. The forest guardian's magic hits you. The forest guardian is covered in bleeding wounds. <77%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <77%hp 100%mn 96%mv> The forest guardian ducks and dodges your pierce. Bayard's pierce grazes the forest guardian. The forest guardian's magic hits you. The forest guardian is bleeding profusely. <70%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. The forest guardian is screaming in pain. <70%hp 100%mn 96%mv> Your pierce injures the forest guardian. Bayard's pierce grazes the forest guardian. You scramble backward and dodge the forest guardian's magic. The forest guardian is screaming in pain. <70%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile injures the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. The vortex closes in a flash of light. The forest guardian is spasming in shock. <70%hp 100%mn 96%mv> Your pierce misses the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic hits you. The forest guardian is spasming in shock. <63%hp 100%mn 96%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. The vortex closes in a flash of light. Your pierce wounds the forest guardian. Bayard's pierce grazes the forest guardian. You lean back and dodge the forest guardian's magic. The forest guardian is convulsing on the ground. <63%hp 100%mn 96%mv> Your pierce hits the forest guardian. The forest guardian is DEAD!! You receive 329 experience points. You raise a level!! You gain 13/157 hp, 8/179 mana, 6/208 move, and 4/8 practices. You hear the forest guardian's death cry. You get 45 silver coins from the corpse of the forest guardian. You split 45 silver coins. Your share is 23 silver. The gods give you 60 silver coins for your sacrifice. You split 60 silver coins. Your share is 30 silver. <57%hp 95%mn 93%mv> You look up and notice that it is no longer raining. <63%hp 100%mn 100%mv> wo You have 1 gold, 890 silver, and 35934 experience (4674 exp to level). <63%hp 100%mn 100%mv> prac shapeshift 100% dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dirt kicking 97% dodge 100% envenom 1% hand to hand 100% parry 1% trip 86% second attack 1% fast healing 1% haggle 75% hide 100% peek 100% pick lock 1% sneak 100% steal 75% scrolls 75% staves 75% You have 8 practice sessions left. <63%hp 100%mn 100%mv> sk Your list of skills: Level 1: dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 86% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 1% pick lock 1% Level 12: second attack 1% fast healing 1% Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <63%hp 100%mn 100%mv> gtell I must train You tell the group 'I must train' <63%hp 100%mn 100%mv> Bayard nods. <63%hp 100%mn 100%mv> Bayard leaves south. <63%hp 100%mn 100%mv> Bayard has arrived. <63%hp 100%mn 100%mv> Bayard beckons for everyone to follow. <63%hp 100%mn 100%mv> foll bayard You now follow Bayard. <63%hp 100%mn 100%mv> fol Bayard leaves south. You follow Bayard. Grove of Despair Quiet. Very Quiet. No crickets or birds chirp and sounds that you were once used to are now alarmingly gone. The forest grows denser and shrubbery is thicker in this part. The ground is slightly soft as if it was just rained on but everything else here is bone dry. It's then that you notice the ground is not wet with rainwater but blood. [Exits: north east south west] A huge bat is here. <63%hp 100%mn 98%mv> ^R fo  Bayard leaves south. You follow Bayard. Grove of Despair Trees wrap around each other in a disgusting eternal dance. You stumble blindly over roots that seconds ago you could have sworn weren't there. Strange arcane words reach your ears, warning those who would enter to turn and run while they still hold their lives. [Exits: north east south west] A huge bat is here. <63%hp 100%mn 96%mv> To use the 'forum' command, you must spell it completely out. <63%hp 100%mn 96%mv> Bayard leaves south. You follow Bayard. Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] It appears as though some large bird has lost a claw. A huge bat is here. <63%hp 100%mn 94%mv> Bayard leaves south. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] A pile of silver coins. A vest looking to be made from a tree lies here. A huge bat is here. <63%hp 100%mn 92%mv> Bayard leaves west. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] A pile of silver coins. It appears as though some large bird has lost a claw. A huge bat is here. <63%hp 100%mn 90%mv> Bayard leaves south. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] A huge bat is here. <63%hp 100%mn 88%mv> Bayard leaves up. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] A huge bat is here. <68%hp 100%mn 94%mv> Bayard leaves south. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] A huge bat is here. <68%hp 100%mn 91%mv> Bayard leaves east. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] A huge bat is here. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <68%hp 100%mn 89%mv> Bayard leaves down. You follow Bayard. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] A huge bat is here. <68%hp 100%mn 87%mv> Bayard leaves south. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] A huge bat is here. <68%hp 100%mn 86%mv> Bayard leaves east. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] A huge bat is here. <68%hp 100%mn 85%mv> Bayard leaves south. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] A huge bat is here. A middle aged man struggles to continue his journey. <68%hp 100%mn 84%mv> Bayard leaves south. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] A huge bat is here. <68%hp 100%mn 83%mv> Bayard leaves east. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] A huge bat is here. <68%hp 100%mn 82%mv> Bayard leaves south. You follow Bayard. A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] A huge bat is here. A large cockroach scuttles across the ground. <68%hp 100%mn 81%mv> Bayard leaves south. You follow Bayard. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] A huge bat is here. <68%hp 100%mn 80%mv> Bayard leaves south. You follow Bayard. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] A huge bat is here. <68%hp 100%mn 79%mv> Bayard leaves south. You follow Bayard. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] A huge bat is here. A small harmless feline searches for food. <68%hp 100%mn 78%mv> Bayard leaves south. You follow Bayard. The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] A huge bat is here. A gaunt man dressed in shoddy clothing mumbles to himself. <68%hp 100%mn 77%mv> Bayard leaves west. You follow Bayard. Outside the Eastern Gate Here you stand in the shadow of the massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them, nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city; pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while there are guards manning the gates keeping the peace while the throng of humanity enters and leaves the city. The Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] A huge bat is here. A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <68%hp 100%mn 76%mv> Bayard leaves west. You follow Bayard. Inside the Eastern Gate Inside the City of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong salty stench. From where you stand, you see the enormous gates of the Eastern Gate swing wide open, providing a free flow of human traffic. To the west, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the eastern wall and the Sultan's Palace. [Exits: east south west] A huge bat is here. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <68%hp 100%mn 75%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the east, you can see the enormous stone gates of the Eastern Gate. [Exits: north east west] A huge bat is here. A finely dressed gnome man casually strolls by. A beggar sits on the floor asking for coins. <68%hp 100%mn 75%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A huge bat is here. A finely dressed gnome woman casually strolls by. <68%hp 100%mn 74%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A huge bat is here. A cartographer stands here, scribbling intently on a map. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Zeptaru.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'If you need directions to Ethshar, Silverwood, the grove of despair,' The cartographer tells you, 'Arkham or Glyndane. Just say so, and I can probably help you out!' The cartographer looks up from his map and nods in greeting. <68%hp 100%mn 73%mv> Bayard leaves west. You follow Bayard. Before the Sultan's Gates Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. Instead of seeing the fantastic calligraphy on the walls here, you see the gates to the Sultan's Palace. The throng of humanoids give the gates and the guards that defend it wide berth, to the point of pushing their neighbors just to maintain a respectful distance between them and the guards. The gates are made of white ivory inlaid into wood. The gate is heavily designed in calligraphy and traced with gold ink. You begin to wonder if the calligraphy has a meaning, or if it is just a design. Regardless, it is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east south west] A huge bat is here. <68%hp 100%mn 72%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A huge bat is here. A child dressed in rich clothes runs by laughing. An exterminator is here, diligently guarding against pests. <68%hp 100%mn 71%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A huge bat is here. A child dressed in rich clothes runs by laughing. <68%hp 100%mn 70%mv> Bayard leaves west. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A huge bat is here. A beggar sits on the floor asking for coins. <68%hp 100%mn 69%mv> Bayard leaves west. You follow Bayard. Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A huge bat is here. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <68%hp 100%mn 68%mv> Bayard leaves west. You follow Bayard. Outside the Western Gate Here you stand, in the shadow of massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city: pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while, there are guards manning the gates keeping the peace; while the throng of humanity enters and leaves the city. The Sultan's Tears heads out into the arid land to the west from here. [Exits: east west] A huge bat is here. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <68%hp 100%mn 67%mv> Bayard leaves west. You follow Bayard. On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, as far as the naked eye can see, the hills of Tyr-Zinet are barely seen through the haze of the heat. This range of hills is called the Sultan's Guard. To the east, the walls of Tyr-Zinet can be seen clearly now. The Sultan's Palace rises out of the city like a jewel set in sandstone. The top of the palace is domed in shining gold. Truly, the Sultan is a man of great wealth. [Exits: east west] A huge bat is here. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A middle aged man struggles to continue his journey. <68%hp 100%mn 66%mv> Bayard leaves west. You follow Bayard. On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, far off in the distance, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen in the distance embracing the Sultan's Palace as if protecting it from harm. [Exits: east west] A huge bat is here. A woman strolls through the city, taking in the beauty of it all. <68%hp 100%mn 65%mv> Bayard leaves west. You follow Bayard. On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills, thusly the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen in the distance, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen far off in the distance embracing the sparkling Sultan's Palace as if protecting it from harm. [Exits: east west] A huge bat is here. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <68%hp 100%mn 64%mv> Bayard leaves west. You follow Bayard. On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the Sultan's palace can be seen sticking out of the ground like an enormous shining shell on an even more enormous beach. [Exits: east west] A huge bat is here. A middle aged man struggles to continue his journey. <68%hp 100%mn 63%mv> Bayard leaves west. You follow Bayard. At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rises up before you to the west. The path that leads up to it to the west was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills and for the first time you realize just how hot it really is away from the protection of the Sultan's Guard. To the east, you can see the city of Tyr-Zinet. Towering over everything else is the sultan's palace, the jewel of Tyr-Zinet. On either side of the path known as the Sultan's Tears, palm trees were planted by the Sultan's men in the hopes of providing some measure of comfort from the intense heat of the arid sun. In all directions except west, nothing but the occasional underbrush or cactus can be seen in the surroundings. The heat shimmers off the sand in endless waves, a testament to the harsh environment that Tyr-Zinet calls home. [Exits: east west up] A huge bat is here. <68%hp 100%mn 62%mv> Bayard leaves up. You follow Bayard. In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the west and declining steeply to the east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: west down] A huge bat is here. <68%hp 100%mn 60%mv> Bayard leaves west. You follow Bayard. In Sultan's Guard This path has been carved out of the hills. The two parts of the path head north and east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Located at the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: north east] A huge bat is here. <68%hp 100%mn 58%mv> Bayard leaves north. You follow Bayard. In Sultan's Guard This path has been carved out of the hills. The two parts of the path head south and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: south west] A huge bat is here. <68%hp 100%mn 55%mv> Bayard leaves west. You follow Bayard. In Sultan's Guard This path has been carved out of the hills. The two parts of the path head east and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east west] A huge bat is here. <68%hp 100%mn 53%mv> Bayard leaves west. You follow Bayard. In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] A huge bat is here. <68%hp 100%mn 50%mv> Bayard leaves down. You follow Bayard. At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] A huge bat is here. (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <68%hp 100%mn 49%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] A huge bat is here. <68%hp 100%mn 48%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] A huge bat is here. <68%hp 100%mn 47%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A huge bat is here. <68%hp 100%mn 46%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A huge bat is here. A middle aged man struggles to continue his journey. <68%hp 100%mn 45%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] A huge bat is here. <68%hp 100%mn 44%mv> Bayard leaves north. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] A huge bat is here. <68%hp 100%mn 43%mv> Bayard leaves north. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] A huge bat is here. <68%hp 100%mn 42%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] A huge bat is here. <68%hp 100%mn 41%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A huge bat is here. A middle aged man struggles to continue his journey. <68%hp 100%mn 40%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] A huge bat is here. <68%hp 100%mn 39%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] A huge bat is here. <68%hp 100%mn 38%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A huge bat is here. A middle aged man struggles to continue his journey. <68%hp 100%mn 37%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A huge bat is here. <68%hp 100%mn 36%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] A huge bat is here. <68%hp 100%mn 35%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] A huge bat is here. <68%hp 100%mn 33%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A huge bat is here. <68%hp 100%mn 29%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] A huge bat is here. <68%hp 100%mn 25%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. A huge bat is here. <68%hp 100%mn 23%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] A huge bat is here. <68%hp 100%mn 22%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] A huge bat is here. <68%hp 100%mn 21%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] A huge bat is here. <68%hp 100%mn 20%mv> Bayard leaves west. You follow Bayard. Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] A huge bat is here. <68%hp 100%mn 19%mv> Bayard leaves west. You follow Bayard. The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] A spring of holy water flows here. A huge bat is here. <68%hp 100%mn 18%mv> Bayard leaves west. You follow Bayard. City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] A huge bat is here. <68%hp 100%mn 17%mv> Bayard leaves west. You follow Bayard. Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east] A huge bat is here. An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <68%hp 100%mn 16%mv> An Ethsharian gateguard steps in front of Bayard. An Ethsharian gateguard patiently says, 'To enter the glorious city of Ethshar you need to pay the 2 silver fee.' <68%hp 100%mn 16%mv> Bayard gives an Ethsharian gateguard some coins. An Ethsharian gateguard quickly pockets the silver pieces and nods. An Ethsharian gateguard opens the grand gate. An Ethsharian gateguard ushers Bayard's party into Ethshar. Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north east south west] The grand gate closes. <68%hp 100%mn 16%mv> Bayard leaves west. You follow Bayard. East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] A huge bat is here. The sky appears somewhat cloudy, and it begins to rain. <73%hp 100%mn 22%mv> Bayard leaves west. You follow Bayard. East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] A huge bat is here. A large cockroach scuttles across the ground. <73%hp 100%mn 21%mv> Bayard leaves west. You follow Bayard. East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] ( 2) The corpse of a female of the Golden Fist Brigade is lying here. A huge bat is here. <73%hp 100%mn 20%mv> Bayard leaves west. You follow Bayard. East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] A huge bat is here. <73%hp 100%mn 19%mv> Bayard leaves west. You follow Bayard. East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] A huge bat is here. <73%hp 100%mn 18%mv> Bayard leaves west. You follow Bayard. Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] A huge bat is here. <73%hp 100%mn 17%mv> Bayard leaves west. You follow Bayard. West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far west the street eventually makes its way to the Western Gate, while to the east the Market Square bustles with life. [Exits: east west] A huge bat is here. <73%hp 100%mn 16%mv> Bayard leaves west. You follow Bayard. West Main Street - Western Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is the Western Circa Crossing, a few vendors have set up shop on the corner, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far west the Western Gate of Ethshar can barely be seen and to the east lies the center of the city. [Exits: north east south west] A huge bat is here. <73%hp 100%mn 15%mv> Bayard leaves west. You follow Bayard. West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can eventually be reached, while to the east can be found the center of the city. [Exits: east west] A huge bat is here. A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <73%hp 100%mn 14%mv> Bayard leaves west. You follow Bayard. West Main Street - Square of Blades You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Park Avenue from the north and Assassin's Row from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] A huge bat is here. <73%hp 100%mn 13%mv> Bayard leaves south. You follow Bayard. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row continues to the south while the West Main Street is to the north. [Exits: north south] A huge bat is here. <73%hp 100%mn 12%mv> Bayard leaves south. You follow Bayard. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] A huge bat is here. <73%hp 100%mn 12%mv> Bayard leaves south. You follow Bayard. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A huge bat is here. A large cockroach scuttles across the ground. <73%hp 100%mn 11%mv> Bayard says, 'West' <73%hp 100%mn 11%mv> not d You nod. <73%hp 100%mn 11%mv> w Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <73%hp 100%mn 10%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <73%hp 100%mn 9%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <73%hp 100%mn 9%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <73%hp 100%mn 9%mv> prac list Level 1: dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 86% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 1% pick lock 1% Level 12: second attack 1% fast healing 1% 24 Total skills, 61.67% learned. 17 practiced skills, 86.65% learned. 7 total skills mastered, 29.17% total mastery. 0 total spells mastered, 0.00% total mastery. 7 total mastered, 29.17% total mastery. <73%hp 100%mn 9%mv> practice parry              prac shapeshift 100% dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dirt kicking 97% dodge 100% envenom 1% hand to hand 100% parry 1% trip 86% second attack 1% fast healing 1% haggle 75% hide 100% peek 100% pick lock 1% sneak 100% steal 75% scrolls 75% staves 75% You have 8 practice sessions left. <73%hp 100%mn 9%mv> prac parry You practice parry. <78%hp 100%mn 16%mv> prac parry You are now learned at parry. <78%hp 100%mn 16%mv> prac second attack You practice second attack. <78%hp 100%mn 16%mv> prac second attack You are now learned at second attack. <78%hp 100%mn 16%mv> prac fast healing You practice fast healing. <78%hp 100%mn 16%mv> f prac fast healing You practice fast healing. <78%hp 100%mn 16%mv> prac list Level 1: dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 86% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 1% Level 12: second attack 75% fast healing 55% 24 Total skills, 70.08% learned. 20 practiced skills, 83.90% learned. 7 total skills mastered, 29.17% total mastery. 0 total spells mastered, 0.00% total mastery. 7 total mastered, 29.17% total mastery. <78%hp 100%mn 16%mv> prac pick l Bayard tells the group 'I must speak with Heloise quickly' <78%hp 100%mn 16%mv> ock You practice pick lock. <83%hp 100%mn 23%mv> gtell Aye You tell the group 'Aye' <83%hp 100%mn 23%mv> prac pick lock You are now learned at pick lock. <83%hp 100%mn 23%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are newer practice mats on the floor, however the room stinks of sweat. There are dimmed windows all around, casting shadowed light over the room. The eastern wall has a lot of fresh scrapes and chips cut out of the marble (the vault of the bank is on the other side, but the wall is too thick to get through). On the south wall is an immaculate painting of the Godfather of the Syndicate. The only exit is north to the bar. [Exits: north] A thief stands here examining his envenomed dagger. <83%hp 100%mn 23%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has some small wounds. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <83%hp 100%mn 23%mv> inv You are carrying: a druidian robe ( 2) a vest a bloody scroll ripped from a corpse a bright green potion the Grand Pooh-Ba's Staff a thin dagger a note of introduction an envelope containing a note of introduction a tome of battle tactics a leather practice whip a tiny cockroach head ( 2) a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <83%hp 100%mn 23%mv> wear vest You stop using a hardened leather vest. You wear a vest on your torso. <83%hp 100%mn 23%mv> compare vest A vest and a vest look about the same. <83%hp 100%mn 23%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has some small wounds. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing a vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <83%hp 100%mn 23%mv> You are hungry. <90%hp 100%mn 30%mv> l   exam 2.vest Made from the bark of a tree through some magical means, it looks like it could provide some protection from weapons. <90%hp 100%mn 30%mv> wear 2.vest You stop using a vest. You wear a hardened leather vest on your torso. <90%hp 100%mn 30%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few bruises. Zeptaru is using: (Glowing) a large torch with a magical flame a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <90%hp 100%mn 30%mv> n score You are Zeptaru the Magsman. Level 12, 19 years old (41 hours). You are young. You joined Dark Mists 91 days, 18 hours, 55 minutes, and 41 seconds ago. Race: changeling Sex: male Class: thief You have 90% hit, 100% mana, 30% movement. You have 0 practices and 0 training sessions. You are carrying 41/42 items with weight 177/292 pounds. Str: 17(??) Int: 20(??) Wis: 22(??) Dex: 21(??) Con: 15(??) You have scored 35934 exp, and have 1 gold and 890 silver coins. You need 4674 exp to level. Wimpy set to 40% hit points. Hometown is Glyndane. You are standing. You are almost invulnerable to piercing. You are almost invulnerable to bashing. You are almost invulnerable to slashing. You are heavily armored against magic. You are neutral, and impulsively inclined. You are affected by the following: Detect invis <90%hp 100%mn 30%mv> You are hungry. <95%hp 100%mn 37%mv> n Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <95%hp 100%mn 37%mv> n Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <95%hp 100%mn 37%mv> 1 You attempt to hide. <95%hp 100%mn 37%mv> 4 You attempt to move silently. You begin sneaking. <95%hp 100%mn 37%mv> l Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] <95%hp 100%mn 37%mv> n e Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <95%hp 100%mn 36%mv> 1 You attempt to hide. <95%hp 100%mn 36%mv> 4 You attempt to move silently. <95%hp 100%mn 36%mv> gte    You are hungry. <100%hp 100%mn 43%mv> hold    eat mushroom You step out of the shadows. You eat a magic mushroom. You are no longer hungry. <100%hp 100%mn 43%mv> inv You are carrying: a druidian robe ( 2) a vest a bloody scroll ripped from a corpse a bright green potion the Grand Pooh-Ba's Staff a thin dagger a note of introduction an envelope containing a note of introduction a tome of battle tactics a leather practice whip a tiny cockroach head a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 43%mv> read sc       exam scroll A bloody scroll reads, _________________________________________ (_______________________________________( ) | | | | | The Keeper shall keep the dead, | | the key to whispers of the dead | | can be smelled as with the | | intoxicating fumes of the | | honeysuckle. | | | |________________________________________ | (_______________________________________(_) <100%hp 100%mn 43%mv> put ss taff sack You put the Grand Pooh-Ba's Staff in a Big Ol'Pack Sack. <100%hp 100%mn 50%mv> put whip sak ck You put a leather practice whip in a Big Ol'Pack Sack. <100%hp 100%mn 50%mv> inv You are carrying: a druidian robe ( 2) a vest a bloody scroll ripped from a corpse a bright green potion a thin dagger a note of introduction an envelope containing a note of introduction a tome of battle tactics a tiny cockroach head a magic mushroom ( 3) a bladder vest ( 5) a bark-covered flagon a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 50%mv> remove torch You stop using a large torch with a magical flame. <100%hp 100%mn 57%mv> put head sack You put a tiny cockroach head in a Big Ol'Pack Sack. <100%hp 100%mn 57%mv> put mushroom            put dagger sack You put a thin dagger in a Big Ol'Pack Sack. <100%hp 100%mn 57%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <100%hp 100%mn 57%mv> l slef You do not see that here. <100%hp 100%mn 64%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru is in perfect condition. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing a hardened leather vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a purple cloak a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger <100%hp 100%mn 64%mv> 1 You attempt to hide. <100%hp 100%mn 72%mv> 4 You attempt to move silently. <100%hp 100%mn 72%mv> The day has begun. <100%hp 100%mn 79%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 86%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] <100%hp 100%mn 86%mv> gtell The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 93%mv> I a   Are ye ready for mo                   ^R gtell Tell your group what? <100%hp 100%mn 93%mv> gtell I shall return in five minutes You tell the group 'I shall return in five minutes' <100%hp 100%mn 93%mv> Bayard tells the group 'Aye' <100%hp 100%mn 93%mv> quit Alas, all good things must come to an end. You stop following Bayard. Bayard stops following you. Connection closed by foreign host. you have mail in /mail/zeptar $ telnet telnet> open (to) darkmists.org 2222 Trying 70.159.81.38... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementors: Riallus WindGust, Lord of Virtue, Justice, Knowledge, Neutrality Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) This is a role-playing mud, choose a name that is appropriate to a medieval setting. Using multiple sessions to roll characters is cheating and will be dealt with as such. Do not string two names together. (i.e. SunStarer) Do not use names with multiple capitalization. (i.e. McNeil) Do not use bad names such as Dragonslayer, Goddess, or Megaman. The theme here is medieval fantasy. If you roll with a bad name, we will make you reroll your character. We will deny on sight, no questions. Rules and laws are fully enforced. Heed them. Welcome to the Mists. By what name do you wish to be known? Zeptaru Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 29 August 2007: XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o The official Dark Mists Webpage is located at www.darkmists.org XX XX XX XX o The official Dark Mists forum is located at www.darkmists.org/forum XX XX and you can register for a forum account by using the 'forum' XX XX command. XX XX XX XX o PLEASE NOTE: Any form of OOC intolerance, racism or discrimination XX XX either here or on the forum will be met with harshly. We do not XX XX get to choose what people find offensive, so it's best to steer XX XX clear of the language in total. Find new words, or else a new XX XX game to use them in. XX [Hit Return to continue] XX XX XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. You have no unread notes. <100%hp 100%mn 93%mv> tell baylar I a have returned You step out of the shadows. They are not here. <100%hp 100%mn 93%mv> wh [ Mino ] Hraesvelgr the Beast Baron [12 Chnge Thi] (PK) Zeptaru the Magsman [ Cen ] (PK) Phealouz the Combatant [ Chnge ] Corwin the Swordpupil [ Chnge ] Darthan Serinth the Knight Hero [ Elf ] Hiyata the Master of Kung-Fu [ Ilthd ] Skunzite the Yellow Belt [ Dwarf ] Kelthe the Bone Shatterer [ Ilthd ] Uialantu the Archmage Summoner of Demons, Scourge of Undeath [ Half ] Thaulman Fosca the Holy Hero [51 Cen Pal] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] (PK) Bayard the Conjurer [ Human ] Chaddiru the Adept of Mind Players found: 13 <100%hp 100%mn 93%mv> tell Bayard You no longer see invisible objects. <100%hp 100%mn 100%mv> I have red turned You tell Bayard, 'I have returned' <100%hp 100%mn 100%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. <100%hp 100%mn 100%mv> Bayard tells you, 'A moment... I speak with the Mistress Heloise.' <100%hp 100%mn 100%mv> reply Aye where shall I go         hould          doth ty hy wna  ant to meet? You tell Bayard, 'Aye where doth thy want to meet?' <100%hp 100%mn 100%mv> Bayard tells you, 'Travel to Tyr-Zinet, I shall come there' <100%hp 100%mn 100%mv> reply Aye, so I venture to Tyr-Zinet You tell Bayard, 'Aye, so I venture to Tyr-Zinet' <100%hp 100%mn 100%mv> l Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. <100%hp 100%mn 100%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <100%hp 100%mn 99%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row continues to the south while the West Main Street is to the north. [Exits: north south] <100%hp 100%mn 98%mv> s Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <100%hp 100%mn 97%mv> s Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> w Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] A large cockroach scuttles across the ground. <100%hp 100%mn 95%mv> e Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. <100%hp 100%mn 94%mv> w Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] A large cockroach scuttles across the ground. <100%hp 100%mn 93%mv> s Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] Several tables and chairs fill the room. A bartender stands here ready to serve you. <100%hp 100%mn 92%mv> list [Lv Price Qty] Item [ 0 5 -- ] a bottle of beer [ 0 6 -- ] a bottle of ale [ 0 10 -- ] a bottle of mead [ 0 14 -- ] a bottle of rum <100%hp 100%mn 92%mv> buy 5.rum The bartender tells you, 'I do not sell that -- try 'list'.' <100%hp 100%mn 100%mv> list [Lv Price Qty] Item [ 0 5 -- ] a bottle of beer [ 0 6 -- ] a bottle of ale [ 0 10 -- ] a bottle of mead [ 0 14 -- ] a bottle of rum <100%hp 100%mn 100%mv> buy f 5*rum You haggle with the bartender. You buy a bottle of rum[5] for 50 silver. <100%hp 100%mn 100%mv> rop a     drop all.flagon You drop a bark-covered flagon. You drop a bark-covered flagon. You drop a bark-covered flagon. You drop a bark-covered flagon. You drop a bark-covered flagon. <100%hp 100%mn 100%mv> l Thief Guild Dark blue marble makes up the walls of the guild, enhanced by streaks of white silver. There are dimmed windows all around, casting shadowed light over the room. The room is full of small tables and a large bar, where many a thief have come to boast about himself and slug down a beer. Surrounding the bar are paintings of the Gods of Syndicate, each appearing to be gazing down at the bar itself. The exit to the south goes to the guildmaster, and to the north the foyer. [Exits: north south] ( 5) A bark-covered flagon filled with a special sapjuice is here. Several tables and chairs fill the room. A bartender stands here ready to serve you. <100%hp 100%mn 100%mv> n Thief Guild Dark blue marble makes up the walls of the guild, which appear to be enhanced by white silver streaked through the marble. There are small busts of thieves long gone, lining the walls, who have accomplished great things and have stolen even more. Overshining these busts are complete statues of Thieves who served among the Syndicate Family and paid the final price in blood. There are dimmed windows all around, casting shadowed light over the room. To the east you can exit to Assassin's Row, or go south and see the bar and the guildmaster. [Exits: east south] A large cockroach scuttles across the ground. <100%hp 100%mn 99%mv> e Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. The thieves guild is to the west. Assassins Row continues to the north while the Professional Lane and Assassins Row meet to the south. [Exits: north south west] A large cockroach scuttles across the ground. <100%hp 100%mn 98%mv> e Alas, you cannot go that way. <100%hp 100%mn 98%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Oddly enough, the building to the west has a strange room jutting out from the second floor. This strange room covers the entrance of to the guild and does not look too sturdy from your vantage point. The nightwalkers guild is to the west. Assassins Row continues to the north and south. [Exits: north south west] <100%hp 100%mn 97%mv> n Assassins Row The road is rather new looking and clean, paved with large granite blocks. The buildings around you are all made of clean, sturdy marble. Assassins Row continues to the south while the West Main Street is to the north. [Exits: north south] <100%hp 100%mn 96%mv> n West Main Street - Square of Blades You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Park Avenue from the north and Assassin's Row from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] <100%hp 100%mn 95%mv> 1 You attempt to hide. <100%hp 100%mn 95%mv> 4 You attempt to move silently. <100%hp 100%mn 95%mv> w West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can be easily seen, while to the far east can be found the center of the city. [Exits: east west] <100%hp 100%mn 94%mv> e West Main Street - Square of Blades You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Park Avenue from the north and Assassin's Row from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the west is the Western Gate of Ethshar while to the east is the center of the city. [Exits: north east south west] <100%hp 100%mn 93%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the west the Western Gate of Ethshar can eventually be reached, while to the east can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 92%mv> e West Main Street - Western Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is the Western Circa Crossing, a few vendors have set up shop on the corner, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far west the Western Gate of Ethshar can barely be seen and to the east lies the center of the city. [Exits: north east south west] <100%hp 100%mn 91%mv> e West Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far west the street eventually makes its way to the Western Gate, while to the east the Market Square bustles with life. [Exits: east west] <100%hp 100%mn 90%mv> e The sky gets very cloudy and a calmness begins here. You no longer feel stealthy. <100%hp 100%mn 98%mv> You step out of the shadows. Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] <100%hp 100%mn 97%mv> s Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] <100%hp 100%mn 95%mv> s Alas, you cannot go that way. <100%hp 100%mn 95%mv> e Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. The gardens spread out to the west from here. [Exits: west] A citizen of Ethshar walks along the road. <100%hp 100%mn 93%mv> w Ethshar Gardens Amidst all the marble and brick, stone and steel, animal and human presence the Syndicate was wise enough to retain some of natures more impressive beauty. Within the delicate marble walls is found a well manicured and cared for retreat from the bustle of city life. Doting the small garden paths that meander to and fro are small wooden benches. Market Square can be seen to the north while the gardens spread out to the west and east. [Exits: north east west] <100%hp 100%mn 91%mv> n Market Square You are standing in the heart of Ethshar. The square is made of a mosiac of tiles forming flowing patterns all radiating outwards from the center of the square. The Syndicate rebuilt the square after the Empire, and later the Covenant, had long abandoned this city. In the center of the square is a large circle of statues facing outwards from one another. The statues are of Lord Kontina, Lord Malignus, Lord Utara, Lord Barsak, Lord Thrym, Lord Radik, Lord Rellion, and Lord Huerkin, the gods of the ancient House of Outlaw. At the base of the statues, ringing them are tastefully decorated wooden benches and a well manicured garden. To the north is the temple of Ethshar and to the south is entrance to the Gardens. At the base of the Lord Huerkins statue is a stone block about two meters high that has a weathered parchment nailed into it. [Exits: north east south west] <100%hp 100%mn 90%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the holy temple to the north and the Garden's wall to the south. To the far east the street eventually makes its way to the Eastern Gate, while to the west the Market Square bustles with life. [Exits: east west] <100%hp 100%mn 89%mv> e East Main Street - Eastern Circa Crossing You are on the main street that runs through the center of Ethshar. The wide street is made of granite and branches off to the north and south. This is Eastern Circa Crossing, a few vendors have set up shop on the corners, trying to entice you with your exotic wares. Circa Avenue run north and south from here. To the far east the Eastern Gate of Ethshar can barely be seen and to the west lies the center of the city. [Exits: north east south west] A child is here playing in the street. <100%hp 100%mn 88%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the shops on Circa Avenue that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can eventually be reached, while to the west can be found the center of the city. [Exits: east west] A hefty woman patrols the streets of Ethshar, keeping the peace. A hefty woman patrols the streets of Ethshar, keeping the peace. <100%hp 100%mn 87%mv> e East Main Street - Square of Arcani You are on the main street that runs through the center of Ethshar. This wide street, made of granite, meets the brick covered roads of the Elemental Avenue from the north and the Road of Dark Magic from the south to form a small square. Citizens of Ethshar walk through this small square as they go about their daily duties. To the east is the Eastern Gate of Ethshar while to the west is the center of the city. [Exits: north east south west] <100%hp 100%mn 86%mv> e East Main Street You are on the main street that runs through the center of Ethshar. The granite street majestically winds its way between the guild houses that reside to the north and south of this part of the street. To the east the Eastern Gate of Ethshar can be easily seen, while to the far west can be found the center of the city. [Exits: east west] <100%hp 100%mn 85%mv> e Inner Eastern Gates The wall of the guild houses stop here and a large gap continues where the walls should. This large gap is needed to accomodate the Eastern Gates when they are fully opened. The granite street continues not only west and east from this spot but also north and south, as Wall Road. To the east, the Outer Eastern Gates are easily seen and the Eastern Road beyond that. [Exits: north east south west] <100%hp 100%mn 84%mv> e Outer Eastern Gates The grand gates of the Syndicate City of New Ethshar are here to the west. The gates are attatched to a large marble wall that extends around the city, protecting it from wild creatures outside. To the east is the Eastern road. The way west leads to the city. [Exits: east west] An Ethsharian gateguard stands here protecting the citygates. An Ethsharian gateguard stands here protecting the citygates. <100%hp 100%mn 83%mv> e City Entrance You stand on the outskirts of a large city-- Ethshar, the Imperial City, built upon the ruins of the old capital, Midgaard. The road leads east into the peace and quiet - and dangers - of the forest; to the west it becomes the city of Ethshar. [Exits: east west] <100%hp 100%mn 82%mv> e The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <100%hp 100%mn 81%mv> e Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <100%hp 100%mn 80%mv> w The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <100%hp 100%mn 79%mv> s The dwarf forest You see many stunted trees here. You don't see any leaves on these barren trees. No grass grows on the ground. [Exits: north south] <100%hp 100%mn 78%mv> s The dwarf forest You see more stunted trees here. It looks almost as if this place was cursed by a god to be short and dry. The trail leads north and south. [Exits: north east south] A small, stunted tree grows here. <100%hp 100%mn 76%mv> n The dwarf forest You see many stunted trees here. You don't see any leaves on these barren trees. No grass grows on the ground. [Exits: north south] <100%hp 100%mn 74%mv> n The Cross Roads Here, the great eastern road intersects with an older road between the mines of Moria and the ruined city of Thalos. The outskirts of Ethshar lie to your west, and the highway continues to the east. An old northern road leads to the dwarven kingdom and the abandoned mines of Moria, while the southern road shows the scars of the war which destroyed Thalos. [Exits: north east south west] <100%hp 100%mn 73%mv> e Along the Eastern Road You are walking along a well-traveled road between Ethshar and the lands east. A northern road crosses this one to the west, towards Ethshar. You hear faint whispers coming from the north. [Exits: north east west] <100%hp 100%mn 72%mv> e Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 71%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 70%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 69%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 68%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 67%mv> 1 You attempt to hide. <100%hp 100%mn 67%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 67%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 66%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 65%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 64%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 63%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 62%mv> n You step out of the shadows. Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 61%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 60%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 59%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 66%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 65%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 64%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <100%hp 100%mn 63%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 61%mv> w Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <100%hp 100%mn 59%mv> take paper You get a torn piece of paper. <100%hp 100%mn 59%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 56%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 52%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] Phealouz the Combatant is here. <100%hp 100%mn 49%mv> Phealouz peers intently east. <100%hp 100%mn 49%mv> e Phealouz peers intently west. Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] <100%hp 100%mn 46%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] <100%hp 100%mn 45%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 44%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 43%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 42%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 41%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] <100%hp 100%mn 40%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] <100%hp 100%mn 39%mv> es Huh? <100%hp 100%mn 39%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] <100%hp 100%mn 38%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] <100%hp 100%mn 37%mv> s Alas, you cannot go that way. <100%hp 100%mn 37%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 37%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 36%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 35%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] <100%hp 100%mn 34%mv> e At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <100%hp 100%mn 33%mv> say Please, grant me the strength to carry on. You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 57%mv> ! You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel less tired. <100%hp 100%mn 88%mv> ! You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 100%mv> u You step out of the shadows. In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] <100%hp 100%mn 98%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head east and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east west] <100%hp 100%mn 95%mv> 1 The shadows here are too natural to blend with. <100%hp 100%mn 95%mv> w In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] <100%hp 100%mn 93%mv> w Alas, you cannot go that way. <100%hp 100%mn 93%mv> d At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <100%hp 100%mn 91%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 91%mv> 1 You attempt to hide. <100%hp 100%mn 91%mv> 4 You attempt to move silently. <100%hp 100%mn 91%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 98%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 98%mv> Please, grant me the strenght   h to carry on. Huh? <100%hp 100%mn 98%mv> say Please, grant me the strength to carry on. You step out of the shadows. You say, 'Please, grant me the strength to carry on.' A priest of the Wheel utters the word, 'bantisaza'. You feel fully refreshed! <100%hp 100%mn 100%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 100%mv> u In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the east and declining steeply to the west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east down] <100%hp 100%mn 98%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head east and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: east west] <100%hp 100%mn 95%mv> e In Sultan's Guard This path has been carved out of the hills. The two parts of the path head south and west. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: south west] <100%hp 100%mn 93%mv> s In Sultan's Guard This path has been carved out of the hills. The two parts of the path head north and east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Located at the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: north east] <100%hp 100%mn 90%mv> e In Sultan's Guard This path has been carved out of the hills. There are parts to the path. One is a smooth gradual slope inclining gently to the west and declining steeply to the east. This smooth path is used for caravan wagons and pack animals as they carry goods to and from Tyr-Zinet. The second part of the path is much smaller and is composed of step-like grooves in the ground. Riveted onto the side of the hill on the side of this smaller path is a chain apparently going the entire length of the path through the Guard. This smaller path is used by pilgrims and others travelling by foot. The chain is obviously used to help these travellers navigate the path with ease. [Exits: west down] <100%hp 100%mn 88%mv> d At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rises up before you to the west. The path that leads up to it to the west was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills and for the first time you realize just how hot it really is away from the protection of the Sultan's Guard. To the east, you can see the city of Tyr-Zinet. Towering over everything else is the sultan's palace, the jewel of Tyr-Zinet. On either side of the path known as the Sultan's Tears, palm trees were planted by the Sultan's men in the hopes of providing some measure of comfort from the intense heat of the arid sun. In all directions except west, nothing but the occasional underbrush or cactus can be seen in the surroundings. The heat shimmers off the sand in endless waves, a testament to the harsh environment that Tyr-Zinet calls home. [Exits: east west up] <100%hp 100%mn 86%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the Sultan's palace can be seen sticking out of the ground like an enormous shining shell on an even more enormous beach. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 92%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills, thusly the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, the Sultan's Guard can be seen in the distance, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen far off in the distance embracing the sparkling Sultan's Palace as if protecting it from harm. [Exits: east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A woman strolls through the city, taking in the beauty of it all. <100%hp 100%mn 91%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, far off in the distance, the Sultan's Guard can be seen, the low riding foothills of Tyr-Zinet. To the east, the walls of Tyr-Zinet can be seen in the distance embracing the Sultan's Palace as if protecting it from harm. [Exits: east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. <100%hp 100%mn 90%mv> 1 You attempt to hide. <100%hp 100%mn 90%mv> 4 You attempt to move silently. <100%hp 100%mn 90%mv> e On Sultan's Tears The ground of Sultan's Tears is paved with a mosaic of sandstones. It is said that the Sultan was so distraught over the loss of his trade route with the western cities that he cried to the Gods to show pity on his people. As the story goes, his tears flowed from his palace toward the west to the hills. Thusly, the path you now walk along is the said to be the exact same path the tears took to the hills. The path is protected on the northern and southern side by palm trees. Luckily, too, from the look of the surroundings, the harsh arid sun would have taken its toll by now if the trees were not providing a measure of shade. To the west, as far as the naked eye can see, the hills of Tyr-Zinet are barely seen through the haze of the heat. This range of hills is called the Sultan's Guard. To the east, the walls of Tyr-Zinet can be seen clearly now. The Sultan's Palace rises out of the city like a jewel set in sandstone. The top of the palace is domed in shining gold. Truly, the Sultan is a man of great wealth. [Exits: east west] A Glyndane man walks briskly, trying to keep his son and wife next to him. A middle aged man struggles to continue his journey. <100%hp 100%mn 89%mv> e Outside the Western Gate Here you stand, in the shadow of massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city: pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while, there are guards manning the gates keeping the peace; while the throng of humanity enters and leaves the city. The Sultan's Tears heads out into the arid land to the west from here. [Exits: east west] <100%hp 100%mn 88%mv> e Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A man is standing here, apparently taking a break from his hectic day. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 87%mv> 1 You attempt to hide. <100%hp 100%mn 87%mv> 4 You attempt to move silently. <100%hp 100%mn 87%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A beggar sits on the floor asking for coins. <100%hp 100%mn 87%mv> l guea  ard This guard was once a regular gate guard, but because of true dedication to the Sultan and to the safety of the city, was finally promoted. The promotion entailed more training in arms but also in the mind as well. Discipline, that is sometimes lacking in regular guards, is not lacking with the elite. This one is typical of the seriousness with which the elite take their duty. This guard carefully watches the surroundings to make sure that none would dare break the law. An elite Tyr-Zinet guard is in perfect condition. An elite Tyr-Zinet guard is using: an elite guard's aba an elite guard's turban an elite guard's leg guards an elite guard's boots an elite guard's wrist brace an elite guard's scimitar You peek at the inventory: Nothing. <100%hp 100%mn 87%mv> con guard You must have a fascination with death. An elite Tyr-Zinet guard seems indifferent towards you. <100%hp 100%mn 87%mv> A child has arrived. <100%hp 100%mn 94%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A child dressed in rich clothes runs by laughing. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A beggar sits on the floor asking for coins. <100%hp 100%mn 94%mv> l child Almost running into you, this child is not paying attention to whom they are running by. Despite almost running into you, the child continues running, periodically looking around while laughing, apparently looking for a playmate. The clothing of this child looks to be of good quality, leaving you to believe this is the child of a wealthy merchant or a visiting noble. A child is in perfect condition. You peek at the inventory: Nothing. 18 gold coins, and 223 silver coins. <100%hp 100%mn 94%mv> steal coins cild They are not here. <100%hp 100%mn 94%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A child dressed in rich clothes runs by laughing. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A beggar sits on the floor asking for coins. <100%hp 100%mn 94%mv> steal coins child Oops. You trample around loudly again. You step out of the shadows. A child's slap misses you. A child is in perfect condition. <100%hp 97%mn 94%mv> Your pierce hits a child. Your pierce injures a child. A child's slap misses you. A child is covered in bleeding wounds. <100%hp 97%mn 94%mv> Your pierce hits a child. A child's slap misses you. A child is bleeding profusely. <100%hp 97%mn 94%mv> flee w You choose a direction at random and begin to run... Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A man is standing here, apparently taking a break from his hectic day. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. You flee from combat! You lost 10 exp. <100%hp 97%mn 93%mv> hide You attempt to hide. <100%hp 97%mn 93%mv> w You step out of the shadows. Outside the Western Gate Here you stand, in the shadow of massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city: pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while, there are guards manning the gates keeping the peace; while the throng of humanity enters and leaves the city. The Sultan's Tears heads out into the arid land to the west from here. [Exits: east west] <100%hp 97%mn 92%mv> The sky gets very cloudy and a calmness begins here. You are thirsty. <100%hp 100%mn 99%mv> e Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A child dressed in rich clothes runs by laughing. A man is standing here, apparently taking a break from his hectic day. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A child yells, 'Zeptaru, now you die!' A child's slap misses you. A child is covered in bleeding wounds. <100%hp 100%mn 98%mv> Your pierce hits a child. You lean back and dodge a child's slap. A child is gushing blood. <100%hp 100%mn 98%mv> 3 Your kicked dirt scratches a child. A child is blinded by the dirt in his eyes! A child is gushing blood. <100%hp 100%mn 98%mv> Your pierce wounds a child. A child leaves east. A child has fled! <100%hp 100%mn 98%mv> 1 You attempt to hide. <100%hp 100%mn 98%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 98%mv> l Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A man is standing here, apparently taking a break from his hectic day. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 98%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 97%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <100%hp 100%mn 96%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 95%mv> get head sack You step out of the shadows. You get a tiny cockroach head from a Big Ol'Pack Sack. <100%hp 100%mn 95%mv> sell head The exterminator says, 'Hmm, not bad, though a bit on the small side.' The exterminator gives you 2 gold. <100%hp 100%mn 95%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 95%mv> hide You attempt to hide. <100%hp 100%mn 95%mv> 4 You attempt to move silently. <100%hp 100%mn 95%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 95%mv> scan n You peer intently north. === 1 north === === 2 north === A woman from Glyndane walks about looking for shopping bargains. A human dressed in red robes tries to yell over the crowd. <100%hp 100%mn 95%mv> You are thirsty. <100%hp 100%mn 100%mv> wo You have 3 gold, 840 silver, and 35924 experience (4684 exp to level). <100%hp 100%mn 100%mv> wh [ Draco ] Bhaal the Okuri [ D-Elf ] Faern the Student of Channeling [ Draco ] Siyangephoya the Forest Recruit [12 Chnge Thi] (PK) Zeptaru the Magsman [ Cen ] (PK) Phealouz the Combatant [ Chnge ] Corwin the Swordpupil [ Chnge ] Darthan Serinth the Knight Hero [ Ilthd ] Skunzite the Green Belt [ Dwarf ] Kelthe the Bone Shatterer [ Ilthd ] Uialantu the Archmage Summoner of Demons, Scourge of Undeath [ Half ] Thaulman Fosca the Holy Hero [51 Cen Pal] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] Heloise, Nymphalis in Lattice Wonderland, Mistress of the Hourglass Tower [ Chnge ] (PK) Bayard the Conjurer [ Human ] Chaddiru the Adept of Mind Players found: 15 <100%hp 100%mn 100%mv> You are thirsty. <100%hp 100%mn 100%mv> drink bladder You step out of the shadows. It is already empty. <100%hp 100%mn 100%mv> drink 2.g bladder You drink water from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 100%mv> get blue sack You step out of the shadows. You get a blue potion from a Big Ol'Pack Sack. <100%hp 100%mn 100%mv> quaff blue You quaff a blue potion. Your eyes tingle. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. <100%hp 100%mn 100%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 100%mv> w On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <100%hp 100%mn 99%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <100%hp 100%mn 99%mv> w On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 98%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 98%mv> l child Almost running into you, this child is not paying attention to whom they are running by. Despite almost running into you, the child continues running, periodically looking around while laughing, apparently looking for a playmate. The clothing of this child looks to be of good quality, leaving you to believe this is the child of a wealthy merchant or a visiting noble. A child is screaming in pain. You peek at the inventory: Nothing. <100%hp 100%mn 100%mv> l beggar Dressed in mended clothes, this beggar sits patiently on the ground waiting for a few coppers. Fornlorn eyes look wearily stare at the ground. A quick smile does don the beggar's face when money is put in the beggar's hand. A beggar is in perfect condition. You peek at the inventory: Nothing. 0 gold coins, and 86 silver coins. <100%hp 100%mn 100%mv> w Inside the Western Gate Inside the city of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong, salty stench. From where you stand, you see the enormous gates of the Western Gate swing wide open, providing a free flow of human traffic. To the east, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the western wall and the Sultan's Palace. [Exits: east south west] A man is standing here, apparently taking a break from his hectic day. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 99%mv> e A citizen of Tyr-Zinet leaves east. <100%hp 100%mn 99%mv> On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the west, you can see the enormous stone gates of the Western Gate. [Exits: north east west] A man is standing here, apparently taking a break from his hectic day. A child dressed in rich clothes runs by laughing. A beggar sits on the floor asking for coins. <100%hp 100%mn 98%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <100%hp 100%mn 97%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] An exterminator is here, diligently guarding against pests. <100%hp 100%mn 96%mv> e Before the Sultan's Gates Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. Instead of seeing the fantastic calligraphy on the walls here, you see the gates to the Sultan's Palace. The throng of humanoids give the gates and the guards that defend it wide berth, to the point of pushing their neighbors just to maintain a respectful distance between them and the guards. The gates are made of white ivory inlaid into wood. The gate is heavily designed in calligraphy and traced with gold ink. You begin to wonder if the calligraphy has a meaning, or if it is just a design. Regardless, it is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both direction are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east south west] <100%hp 100%mn 95%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A woman dressed like a ranger of the forests takes in the city with awe. A finely dressed gnome woman casually strolls by. Almost running, this young boy takes in the sights. A cartographer stands here, scribbling intently on a map. The cartographer looks up from his map and nods in greeting. The cartographer tells you, 'Welcome, Zeptaru.' The cartographer tells you, 'I'm studying to be a mapmaker, so I know this area pretty well.' The cartographer tells you, 'If you need directions to Ethshar, Silverwood, the grove of despair,' The cartographer tells you, 'Arkham or Glyndane. Just say so, and I can probably help you out!' <100%hp 100%mn 94%mv> l ranger Lithe and thin, this young elven maiden is both pretty and dangerous at the same time. Her dark brown leather jerkin is form-fitting leaving no room for misinterpretation as to the bounty that Nature has seen fit to bestow upon her. Her form-fitting black leather leggings are equally as revealing in what they do not show. But it is not just her beauty that has grabbed your attention but the combination of this beauty with cold hard steel. This maiden is bristling with weapons; in her belt are no less than four different sized and shaped knives, upon her back is a long bow with a quiver of long arrows, and in her hand is a menacingly brutal looking staff that she is presently using as a walking staff. An elven woman is in perfect condition. <100%hp 100%mn 94%mv> A Glyndane boy leaves west. <100%hp 100%mn 94%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A woman dressed like a ranger of the forests takes in the city with awe. A finely dressed gnome woman casually strolls by. A cartographer stands here, scribbling intently on a map. <100%hp 100%mn 94%mv> l   sk Your list of skills: Level 1: dagger 86% mace 1% spear 50% sword 1% whip 75% evaluation 100% backstab 79% dodge 100% hide 100% scrolls 75% staves 75% Level 3: dirt kicking 97% Level 4: sneak 100% Level 5: trip 86% Level 6: peek 100% steal 75% Level 7: hand to hand 100% Level 8: haggle 75% Level 10: shapeshift 100% envenom 1% Level 11: parry 75% pick lock 75% Level 12: second attack 75% fast healing 55% Level 13: lash n/a Level 14: shield block n/a circle stab n/a kick n/a Level 15: detect hidden n/a Level 16: plant n/a Level 17: disarm n/a meditation n/a Level 20: enhanced damage n/a [Hit Return to continue] Level 21: blackjack n/a Level 25: dual wield n/a third attack n/a spy n/a Level 27: escape n/a Level 28: downstrike n/a Level 30: advanced hide n/a Level 32: dual backstab n/a Level 35: advanced daggers n/a Level 42: expert hide n/a Level 45: expert daggers n/a <100%hp 100%mn 94%mv> hlep     elp parry Your research into that topic reveals the following: PARRY Syntax: automatic Mortals have, in their long history of existence, always been in a constant state of warfare. Whether it was a simple fisticuffs with their siblings, a bar room brawl, or an epic battle of global pro- portions, mortals have always sought ways to fight more efficiently. The art of parrying is a natural complement to battle that developed in the early histories of the world. The skill requires a weapon to work and uses it to deftly deflect incoming blows. The best chance of succeeding in a parry is when the defender is skilled in both his and his opponents weapon types. <100%hp 100%mn 100%mv> The cartographer peers off into the distance, muttering to himself. <100%hp 100%mn 100%mv> l cartographer This tall human cartographer is dressed in a plain brown shift that falls to his knees, dark red stockings, and shiny boots of black leather. The long, curling blond hair on his head is capped by a wide black beret that he wears at rather an odd angle so it covers his left ear. The young man is paying very little attention to the goings-on of Tyr-Zinet, but is furiously scribbling a map on a wide piece of yellowed parchment. He evidently spends much of his time in this pursuit, as his fingers are stained with the ink of his quill. Occasionally he will peer off into the distance, murmuring directions to himself, only to resume his mapmaking. The cartographer is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 100%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 100%mv> lsit Huh? <100%hp 100%mn 100%mv> list You cannot do that here. <100%hp 100%mn 100%mv> l On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A finely dressed gnome woman casually strolls by. A cartographer stands here, scribbling intently on a map. <100%hp 100%mn 100%mv> e On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] <100%hp 100%mn 99%mv> scan n You peer intently north. === 1 north === === 2 north === Almost running, this young boy takes in the sights. A humble looking elven merchant dressed in light brown leathers is here. <100%hp 100%mn 99%mv> n In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] <100%hp 100%mn 98%mv> n Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] Almost running, this young boy takes in the sights. A humble looking elven merchant dressed in light brown leathers is here. <100%hp 100%mn 97%mv> list An elven supplies dealer says, 'I do not trade with folks I cannot see.' You cannot do that here. <100%hp 100%mn 97%mv> vis You trample around loudly again. You step out of the shadows. <100%hp 100%mn 97%mv> list [Lv Price Qty] Item [ 1 110 -- ] a set of horse shoes [ 1 110 -- ] a set of minotaur shoes [ 0 99 -- ] a pair of hiking boots [ 0 55 -- ] some iron rations [ 0 27 -- ] some dry rations [ 0 6 -- ] a bread [ 0 44 -- ] a candle [ 0 22 -- ] a basket [ 0 440 -- ] a backpack [ 0 220 -- ] a knapsack [ 0 110 -- ] a sack [ 0 55 -- ] an oil lamp [ 1 770 -- ] a small sleeping bag [ 1 1870 -- ] a double sized sleeping bag [ 1 6270 -- ] a family sized tent [ 1 33000 -- ] a merchant's tent [ 1 990000 1 ] a portable palace [ 1 880 -- ] a white prayer mat <100%hp 100%mn 97%mv> A Glyndane boy leaves south. <100%hp 100%mn 97%mv> list [Lv Price Qty] Item [ 1 110 -- ] a set of horse shoes [ 1 110 -- ] a set of minotaur shoes [ 0 99 -- ] a pair of hiking boots [ 0 55 -- ] some iron rations [ 0 27 -- ] some dry rations [ 0 6 -- ] a bread [ 0 44 -- ] a candle [ 0 22 -- ] a basket [ 0 440 -- ] a backpack [ 0 220 -- ] a knapsack [ 0 110 -- ] a sack [ 0 55 -- ] an oil lamp [ 1 770 -- ] a small sleeping bag [ 1 1870 -- ] a double sized sleeping bag [ 1 6270 -- ] a family sized tent [ 1 33000 -- ] a merchant's tent [ 1 990000 1 ] a portable palace [ 1 880 -- ] a white prayer mat <100%hp 100%mn 100%mv> wo You have 3 gold, 840 silver, and 35924 experience (4684 exp to level). <100%hp 100%mn 100%mv> bu A stout lout slowly fades into existence. A stout lout utters the word, 'hzszriyh'. A stout lout vanishes! <100%hp 100%mn 100%mv> y mat You haggle with an elven supplies dealer. You buy a white prayer mat for 440 silver. <100%hp 100%mn 100%mv> drop mat You drop a white prayer mat. <100%hp 100%mn 100%mv> sit mat You sit on a white prayer mat. <100%hp 100%mn 100%mv> stand You stand up. <100%hp 100%mn 100%mv> take mat You get a white prayer mat. <100%hp 100%mn 100%mv> l Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A humble looking elven merchant dressed in light brown leathers is here. <100%hp 100%mn 100%mv> n Alas, you cannot go that way. <100%hp 100%mn 100%mv> scan w You peer intently west. === 1 west === A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A gnome merchant dressed in black robes quietly sits here. === 2 west === A dwarf merchant with a hefty, finely braided beard is busy trying to sell drinks. === 3 west === A child dressed in rich clothes runs by laughing. A woman from Glyndane walks about looking for shopping bargains. A human dressed in red robes tries to yell over the crowd. <100%hp 100%mn 100%mv> w Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A gnome merchant dressed in black robes quietly sits here. <100%hp 100%mn 99%mv> list [Lv Price Qty] Item [ 1 297 -- ] a glowing blue vial [12 1045 -- ] a deep-green potion [ 0 220 -- ] a crystal clear potion [ 0 220 -- ] a dark blue potion [17 2970 -- ] a scroll of recall [13 1100 -- ] a grey-silver wand [ 5 1738 -- ] a wand of glinting yellow [ 3 1551 -- ] a wand of oak [ 2 1375 -- ] a pink wand [ 5 2805 -- ] staff of exploration <100%hp 100%mn 99%mv> w Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A dwarf merchant with a hefty, finely braided beard is busy trying to sell drinks. <100%hp 100%mn 99%mv> list [Lv Price Qty] Item [ 1 108 -- ] a bottle of aged mushroom wine [ 1 209 -- ] mug of dwarven ale [ 1 550 -- ] a bottle of champagne [ 1 385 -- ] a bottle of cooking sherry [ 1 88 -- ] a bottle of root beer [ 1 550 -- ] a swordfish steak [ 1 16 -- ] a cut of halibut [ 1 110 -- ] a filet of flying fish [ 1 11 -- ] a tuna with white sauce [ 1 11 -- ] some catfish <100%hp 100%mn 99%mv> buy wine You haggle with a dwarven beverage dealer. You buy a bottle of aged mushroom wine for 54 silver. <100%hp 100%mn 99%mv> buy      <100%hp 100%mn 99%mv> w Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A child dressed in rich clothes runs by laughing. A human dressed in red robes tries to yell over the crowd. <100%hp 100%mn 98%mv> list [Lv Price Qty] Item [ 1 1650 -- ] a traveler's journal [ 1 3300 -- ] a legal's book [ 1 11000 -- ] a merchant's ledger [ 1 220 -- ] a quill made from the feather of a peacock [ 1 1320 -- ] an ivory fountain pen [ 1 1650 -- ] an adventurer's inkpot [ 1 9900 -- ] a thick crystal inkwell <100%hp 100%mn 98%mv> buy quill         l Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A child dressed in rich clothes runs by laughing. A human dressed in red robes tries to yell over the crowd. <100%hp 100%mn 100%mv> wo You have 3 gold, 346 silver, and 35924 experience (4684 exp to level). <100%hp 100%mn 100%mv> w Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A dark-elf merchant with a look of disdain tries to catch your eye. A dark-elf weapons dealer smirks. A dark-elf weapons dealer says, 'A would-be hero, is it? You'll need a weapon if you plan on surviving.' <100%hp 100%mn 99%mv> list [Lv Price Qty] Item [15 8360 -- ] a bundle of feathered arrows [21 4769 -- ] a wooden short sword [21 4937 -- ] a dull knife [45 66618 1 ] a quadrant [20 5134 -- ] a trident [ 5 2200 -- ] a hand and a half sword [40 38869 1 ] a maul [29 17727 -- ] a double-headed axe <100%hp 100%mn 99%mv> l Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A dark-elf merchant with a look of disdain tries to catch your eye. <100%hp 100%mn 99%mv> w Northwest Corner of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south] A nomad merchant looks you over. A halfling merchant tries to peddle his clothing with you. A halfling clothes dealer smiles happily. A halfling clothes dealer says, 'Ahh, another customer. How may I serve you today?' <100%hp 100%mn 98%mv> list [Lv Price Qty] Item [ 1 440 -- ] a fine silk gloves [ 1 880 -- ] a fine silk turban [ 1 605 -- ] a fine silk shirt [ 1 605 -- ] fine silk trousers [ 1 495 -- ] a fine silk belt [ 1 374 -- ] a tulip shaped cloakpin [ 1 330 -- ] a handsome felt hat [20 220 -- ] a monocle [15 1650 -- ] a pair of black pants [25 11000 -- ] a pair of pocketed sleeves <100%hp 100%mn 98%mv> The sky appears somewhat cloudy, and it begins to rain. <100%hp 100%mn 100%mv> A nomad merchant slowly reaches around with his left hand and touches his back, as if making sure something is there. <100%hp 100%mn 100%mv> w Alas, you cannot go that way. <100%hp 100%mn 100%mv> s In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south] A man is standing here, apparently taking a break from his hectic day. A stern looking guard gazes at all that passes by, keeping an eye out for trouble. A child dressed in rich clothes runs by laughing. <100%hp 100%mn 99%mv> list You cannot do that here. <100%hp 100%mn 99%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A large cockroach scuttles across the ground. <100%hp 100%mn 98%mv> list You cannot do that here. <100%hp 100%mn 98%mv> s On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. [Exits: north east west] A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. <100%hp 100%mn 97%mv> list You cannot do that here. <100%hp 100%mn 97%mv> n In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A large cockroach scuttles across the ground. <100%hp 100%mn 96%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A woman from Glyndane walks about looking for shopping bargains. <100%hp 100%mn 95%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A finely dressed gnome man casually strolls by. <100%hp 100%mn 94%mv> l gnom  e Dressed in the latest fashions, this gnome holds himself like a peacock. His ensemble, while of the latest cut and style, leaves much to be desired in terms of color coordination. On his feet he wears bright yellow soft leather sandals. Adorning his legs are equally bright pantaloons that are held up by a rather garish rhinestone studded black belt. For a top he wears a baby blue loose fitting silk shirt covered over by a black vest that is finely embroidered with gold thread. A richly dressed gnome man is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 94%mv> w In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A woman from Glyndane walks about looking for shopping bargains. <100%hp 100%mn 93%mv> l woman Garbed in the clothes of a city dweller, this woman walks through the city with a smile on her face. Amazed by the colors and displays of art she carries herself with a reserved diginity. A day trip to the shops can sure put a smile on one's face. A Glyndane woman is in perfect condition. You peek at the inventory: Nothing. 20 gold coins, and 85 silver coins. <100%hp 100%mn 93%mv> steal gold woman Bingo! You got 9 silver and 1 gold coins. <100%hp 97%mn 93%mv> steal gold woman Bingo! You got 11 silver and 1 gold coins. <100%hp 94%mn 93%mv> sta eal gold woman Oops. A Glyndane woman's slap misses you. A Glyndane woman is in perfect condition. <100%hp 97%mn 100%mv> Your pierce injures a Glyndane woman. A Glyndane woman's slap misses you. A Glyndane woman has a few bruises. <100%hp 97%mn 100%mv> flee w Your pierce wounds a Glyndane woman. A Glyndane woman's slap misses you. A Glyndane woman has some small wounds. <100%hp 97%mn 100%mv> 1 You choose a direction at random and begin to run... Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A child dressed in rich clothes runs by laughing. A human dressed in red robes tries to yell over the crowd. You flee from combat! You lost 10 exp. <100%hp 97%mn 99%mv> You attempt to hide. <100%hp 97%mn 99%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 97%mn 99%mv> A Glyndane woman has arrived. <100%hp 97%mn 99%mv> w Northern Edge of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: east south west] A dark-elf merchant with a look of disdain tries to catch your eye. A dark-elf weapons dealer smirks. A dark-elf weapons dealer says, 'A would-be hero, is it? You'll need a weapon if you plan on surviving.' <100%hp 97%mn 98%mv> s In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A large cockroach scuttles across the ground. <100%hp 97%mn 97%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] <100%hp 97%mn 96%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] <100%hp 97%mn 95%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] <100%hp 97%mn 94%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north east south west] A child dressed in rich clothes runs by laughing. <100%hp 97%mn 93%mv> l child Almost running into you, this child is not paying attention to whom they are running by. Despite almost running into you, the child continues running, periodically looking around while laughing, apparently looking for a playmate. The clothing of this child looks to be of good quality, leaving you to believe this is the child of a wealthy merchant or a visiting noble. A child is in perfect condition. You peek at the inventory: Nothing. <100%hp 97%mn 93%mv> e In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north south west] A Glyndane man walks briskly, trying to keep his son and wife next to him. <100%hp 97%mn 92%mv> l man A man dressed in fine brown cotton and a blue wool coat walks the grounds slowly. Smiling widely, he has taken his family to shop and enjoy the sights and relax for a day. His brown skin is covered in a bit of sweat as he tries to keep up with his wife. A Glyndane man is in perfect condition. You peek at the inventory: Nothing. <100%hp 100%mn 99%mv> e Alas, you cannot go that way. <100%hp 100%mn 99%mv> l In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north south west] A Glyndane man walks briskly, trying to keep his son and wife next to him. <100%hp 100%mn 99%mv> n Northeast Corner of Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: south west] A muscled man is lugging a heavy suitcase on his back. A muscular man in light clothing stands on guard. A muscular man in light clothing stands on guard. A muscular man in light clothing stands on guard. A muscular man in light clothing stands on guard. A short human bearing a look like he swallowed a lemon is here. A rather small minotaur is here selling replicas of God's holy symbols. The money-changer grumbles and growls. You wonder what's wrong... The money-changer says, 'And I suppose you want your money kept safe too?' A minotaur relics dealer smiles peacefully. A minotaur relics dealer says, 'May the gods walk with you.' <100%hp 100%mn 98%mv> list A minotaur relics dealer says, 'I do not trade with folks I cannot see.' You cannot do that here. <100%hp 100%mn 98%mv> vis You trample around loudly again. You step out of the shadows. <100%hp 100%mn 98%mv> list [Lv Price Qty] Item [ 1 110 -- ] an icon of the flaming sword of Xeonauz [ 1 110 -- ] an icon of the gold coin imprinted with a fist of Styx [ 1 110 -- ] an icon of the blue-green lemniscate of Xyza [ 1 220 -- ] an icon of the waning crescent of Rungekutta [ 1 110 -- ] an icon of the rising phoenix of Riallus [ 1 110 -- ] an icon of the silver dragon of Dielantha [ 1 110 -- ] an icon of the shimmering trigram of Xurinos [ 1 110 -- ] an icon of the blue flame of Cirdan [ 1 110 -- ] an icon of the fanged skull before two scythes of Drithentir [ 1 110 -- ] an icon of the raging mob of Malignus [ 1 110 -- ] an icon of the bunny marked shield of Drinlinda [ 1 110 -- ] an icon of the twig of Fizzfaldt [ 1 110 -- ] an icon of the blue rose of Joja [ 1 110 -- ] an icon of the anvil of Gryleth [ 1 110 -- ] an icon of the mosaic dove of Shamutanti [ 1 110 -- ] an icon of the wagon wheel of Aityhrein [ 1 110 -- ] an icon of the mortar and pestle of Tiltan [ 1 110 -- ] an icon of the ball of light of Adorno [ 1 110 -- ] an icon of the anchor and star of Morrbway [ 1 110 -- ] an icon of the burnt sigil of Lestregus [ 1 110 -- ] an icon of the mug of overflowing mead of Sigler [ 1 110 -- ] an icon of the Eye of Broken Dreams of Huerkin [ 1 110 -- ] an icon of the Wuctaagranuctay of Illunus [ 1 110 -- ] an icon of the angel of vengeance of Melykurion [ 1 110 -- ] an icon of the battleaxe of Darkwood [ 1 110 -- ] an icon of the ruby disc inlaid with the gold web of Abasdarhon [ 1 110 -- ] an icon of the dead parrot of Julive [ 1 110 -- ] an icon of the roiling thundercloud of Maelstrom [ 1 110 -- ] an icon of an undecipherable glyph of Vrrin [ 1 110 -- ] an icon of a barbed cat o' nine tails of Ilphrynn [ 1 110 -- ] an icon of the coiled asp of Nixalis [ 1 110 -- ] an icon of the horizon of Wicket [ 1 110 -- ] an icon of the giant serpent of Nebhotep [ 1 110 -- ] an icon of the owl of Wervdon [ 1 110 -- ] an icon of the celestial prism of Restin [ 1 110 -- ] an icon of the scales of justice of Malistien [ 1 110 -- ] an icon of the gremlin of Utara [ 1 110 -- ] an icon of the bejewelled hammer of Hector [ 1 110 -- ] an icon of the toothless man of Thrym [ 1 110 -- ] an icon of the soaring eagle of Barsak [ 1 110 -- ] an icon of the Iron Crown of Nycholas [ 1 110 -- ] an icon of Masin's symbol; a shaft of barley [ 1 110 -- ] an icon of the wolverine of Awrathre [ 1 110 -- ] an icon of the hollow circle of Imrazor [ 1 110 -- ] an icon of the four-pointed star of Carenthir [ 1 110 -- ] an icon of the Lechium family crest of Krazar [ 1 110 -- ] an icon of the yin-yang of Kaleb [ 1 110 -- ] an icon of the Sangen of Thaust [ 1 110 -- ] an icon of the grey throne of Aegnor <100%hp 100%mn 98%mv> Bayard has arrived. A minotaur relics dealer smiles peacefully. A minotaur relics dealer says, 'May the gods walk with you.' <100%hp 100%mn 100%mv> Bayard beckons for everyone to follow. <100%hp 100%mn 100%mv> foll bayard You now follow Bayard. <100%hp 100%mn 100%mv> You join Bayard's group. <100%hp 100%mn 100%mv> 1 You attempt to hide. <100%hp 100%mn 100%mv> 4 You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> Bayard leaves south. You follow Bayard. In Sultan's Grace Here you stand in the heart of the open air bazaar of Tyr-Zinet, the pride and joy of the Sultan. All walks of life and races, from the richest to the poorest, rub elbows in the hopes of finding their dreams and desire here. The stench of humanity is heavy in the air, as is the din of haggling buyers and merchants, all trying to shout over their neighbor. The chaos of movement and business is intense and, in an odd sort of way, mesmerizing. [Exits: north south west] (Chromatic Aura) A huge bat is here. A Glyndane man walks briskly, trying to keep his son and wife next to him. <100%hp 100%mn 99%mv> inv You are carrying: a bottle of aged mushroom wine a white prayer mat a torn piece of paper ( 5) a bottle of rum a druidian robe ( 2) a vest a bloody scroll ripped from a corpse a bright green potion a note of introduction an envelope containing a note of introduction a tome of battle tactics (Glowing) a large torch with a magical flame a magic mushroom ( 3) a bladder vest a Big Ol'Pack Sack (Glowing) a war banner <100%hp 100%mn 99%mv> Bayard leaves south. You follow Bayard. On The Citizen's Walk Hundreds of people push their way past you as they go about their business. To the south, you see the enormous Sultan's Palace rise up like a monument to the ingenuity and resourcefulness of humankind. The white marble face of the Palace is decorated in stunning calligraphy that flows like a cloud on the wind. Tracing the calligraphy is gold inlay, accenting the power and prestige at the Sultan's disposal. It is an impressive display of both wealth and the Sultan's taste in beautiful art. The Citizen's Walk continues onward to both the east and west and from where you stand, it looks like both directions are packed with sentient beings. To the north, you see the open air bazaar, the Sultan's Grace, which appears to be the final destination for the majority of the people on Citizen's Walk. To the east, you can see the enormous stone gates of the Eastern Gate. [Exits: north east west] (Chromatic Aura) A huge bat is here. A beggar sits on the floor asking for coins. <100%hp 100%mn 99%mv> Bayard leaves east. You follow Bayard. Inside the Eastern Gate Inside the City of Tyr-Zinet, life is bustling. Hundreds of people dressed in all manners of clothing from all walks of life hustle about their business. The stench of humanity is also very readily apparent. The smell of hundreds of individuals coalesce together to produce a very unpleasant and strong salty stench. From where you stand, you see the enormous gates of the Eastern Gate swing wide open, providing a free flow of human traffic. To the west, you see the city of Tyr-Zinet stretch out before you as the main thoroughfare for the city. To the south is an alley that runs between the eastern wall and the Sultan's Palace. [Exits: east south west] (Chromatic Aura) A huge bat is here. A man dressed in dusty clothing wanders aimlessly through Tyr-Zinet. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. A gate guard dressed in armor watches for any signs of law breaking. <100%hp 100%mn 98%mv> drop Bayard leaves east. You follow Bayard. Outside the Eastern Gate Here you stand in the shadow of the massive stone gates of Tyr-Zinet. The massive gates are hinged to the thick sandstone walls. One odd thing about the walls: there are no parapets on them, nor causeways for patrolling. This leads one to believe that the walls are not designed for defense, but rather to keep the elements out. The sandstone walls climb upwards of thirty feet and are at least six feet thick. There are all manners of people walking into and out of this city; pilgrims, merchants, soldiers, scoundrels, rich, poor, all manners of races as well. All the while there are guards manning the gates keeping the peace while the throng of humanity enters and leaves the city. The Fisherman's Lament heads off to the east to the piers on the Dragon Sea. To the south is a white, medium sized adobe house that blocks any progress. To the north is an outcropping of the sandstone walls that prevents any move- ment in that direction. [Exits: east west] (Chromatic Aura) A huge bat is here. A finely dressed gnome man casually strolls by. A stern looking lady stands here examining her surroundings. A young man dressed in lightweight clothing periodically looks up to the sky. <100%hp 100%mn 97%mv> b v Bayard leaves east. You follow Bayard. The Fisherman's Lament This wide path is called the Fisherman's Lament for a reason. For there was a time when the Dragon Sea rose up to punish the fishermen of Tyr-Zinet in the form of massive tidal waves. The fishermen flocked to the safety of the sandstone walls, begging the Sultan to spare their lives. The Sultan tried to let in as many as possible before he was forced to close the gates to prevent the flooding waters from swamping the Palace and the Bazaar. It is said that the cries of woe for those lost to the waters were so loud that it even rose above the storm's own raging voice. And thus, this path has been called the Fisherman's Lament ever since. It is the road that the fishermen generally take to enter the city. It connects the city proper to the docks. A far less travelled path breaks away to the north from this point. [Exits: north east south west] (Chromatic Aura) A huge bat is here. A gaunt man dressed in shoddy clothing mumbles to himself. <100%hp 100%mn 96%mv> est Bayard leaves north. You follow Bayard. You step out of the shadows. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west is an extension of the massive sandstone walls and thus it prevents any passage in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. To the south the wide path of the Fisherman's Lament can be seen ferrying the masses to and fro. The rarely travelled path continues northward. [Exits: north east south] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 95%mv> Bayard leaves north. You follow Bayard. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west, the massive sandstone walls give way to arid, desert- like conditions. There is no benefit from venturing in that direction. To the east is a humble looking adobe home that could sorely use a new coat of paint and maybe some repairs. To the south and the north the rarely travelled path continues. [Exits: north east south] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 94%mv> You drop a vest. <100%hp 100%mn 94%mv> Bayard leaves north. You follow Bayard. A Path Less Travelled This path does not bear the marks of wear and tear that the Fisherman's Lament or the Citizen's Way bear. For some reason few people journey down this path, one can only guess why. To the west one can see the arid, desert-like conditions of the surrounding environment. There is no benefit from venturing in that direction. To the east is an open space that several wagons are resting in, apparently travelling merchants looking to sell their wares in the port city of Tyr-Zinet. Beyond the open space the foothills of the Northern Reaches can be seen. The Reaches are a series of hills that stretch all the way from Grove of Despair down to Tyr-Zinet. To the south and the north the rarely travelled path continues. [Exits: north east south] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 93%mv> Bayard leaves north. You follow Bayard. A Path Less Travelled To the east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south and southwest, the city of Tyr-Zinet and its outlying fishing village can be seen as well as distantly heard. [Exits: north south] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 92%mv> Bayard leaves north. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the west and south. To the south and southwest the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: south west] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 91%mv> Bayard leaves west. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south, the city of Tyr-Zinet and its outlying fishing village can be seen. [Exits: north east] (Chromatic Aura) A huge bat is here. A large cockroach scuttles across the ground. <100%hp 100%mn 90%mv> Bayard leaves north. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and south. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north south] (Chromatic Aura) A huge bat is here. A middle aged man struggles to continue his journey. <100%hp 100%mn 89%mv> Bayard leaves north. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the south and west. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: south west] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 88%mv> Bayard leaves west. You follow Bayard. A Makeshift Path To the north and east are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path follows the foothills of the Reaches at this point and continues to the north and east. To the south the only thing that can be seen is the twinkling golden dome of the Sultan's Palace. [Exits: north east] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 87%mv> Bayard leaves north. You follow Bayard. At the Base of the Northern Reaches To the north are the Northern Reaches, a stretch of hills that extends from the Grove of Despair all the way down to Tyr-Zinet. The Sultan has not ordered or endorsed an expedition into the Reaches, so for anyone that wishes to travel to the Grove of Despair, they must follow this poorly maintained and rarely used path. The path, at this place, no longer follows the foothills but rather enters the Northern Reaches themselves. The path heads up into the Reaches via a series of very steep steps and natural footholds. [Exits: south up] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 86%mv> l ba Bayard leaves up. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: west down] (Chromatic Aura) A huge bat is here. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <100%hp 100%mn 84%mv> t Flying in front of you is an oversized chunky bat. Its face squished together, its mouth barely visible. Its eyes glow from surrounding light, its ears sticking straight up from his head. Its wings are about 2 feet across, flapping hard to keep the creature in the air. Its body is covered in short but very clean fur. Bayard is in perfect condition. Bayard is using: a silver ring (Glowing) A golden ring emanating magical power a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of leather gloves a pewter practice dagger (Glowing) (Humming) A leather bound book labelled "missiles" You peek at the inventory: a mat made of lion hair a pale green potion a blue potion a small key (Glowing) (Humming) A leather bound book labelled "cure insomnia" (Glowing) (Humming) A leather bound book labelled "inferno" a lump of copper ore a leather practice whip an iron shod staff ( 4) a tough waterskin ( 3) a bladder a bottle of rum a pewter practice dagger a two-man raft a small torch <100%hp 100%mn 84%mv> Bayard leaves west. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: north east] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 82%mv> Bayard leaves north. You follow Bayard. In the Northern Reaches The path cuts through the shortest part of the Northern Reaches. The path, while difficult to maneuver, is well marked and relatively safe, as is evident by the numerous old campsites. You can follow the path onward to the west or down toward Tyr-Zinet. The Reaches do not rise very high into the sky, but they do prove difficult in climbing, nonetheless. [Exits: south down] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 79%mv> Bayard leaves down. You follow Bayard. Edge of the Forest To the north a vast forest stretches out before you. It appears dark and foreboding, perhaps there is a good reason why it is called the Grove of Despair? To the south of you the Northern Reaches sprawl out to the west and east providing a kind of natural barrier from the rest of the world. Where you stand now is the border between the Grove of Despair and the Northern Reaches. It is as if the Gods took a divine blade and made a cut in the ground, right where you stand. For the trees of the Grove of Despair all stop at the same line. [Exits: north up] (Chromatic Aura) A huge bat is here. <100%hp 100%mn 77%mv> Bayard leaves north. You follow Bayard. Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] (Chromatic Aura) A huge bat is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 76%mv> Bayard nods. <100%hp 100%mn 76%mv> l bat Flying in front of you is an oversized chunky bat. Its face squished together, its mouth barely visible. Its eyes glow from surrounding light, its ears sticking straight up from his head. Its wings are about 2 feet across, flapping hard to keep the creature in the air. Its body is covered in short but very clean fur. Bayard is in perfect condition. Bayard is using: a silver ring (Glowing) A golden ring emanating magical power a leather vest a red rose a pair of leather leggings a pair of leather boots a pair of leather gloves a pewter practice dagger (Glowing) (Humming) A leather bound book labelled "missiles" You peek at the inventory: a mat made of lion hair a pale green potion a blue potion a small key (Glowing) (Humming) A leather bound book labelled "cure insomnia" (Glowing) (Humming) A leather bound book labelled "inferno" a lump of copper ore a leather practice whip an iron shod staff ( 4) a tough waterskin ( 3) a bladder a bottle of rum a pewter practice dagger a two-man raft a small torch <100%hp 100%mn 76%mv> l Entrance to the Grove of Despair Tree growth around this area seems to be a bit erratic. The trees look almost deformed in a way as they twist in turn towards the sky, as if the light itself was harming them instead of giving them life. They arch over the path here, creating a nice piece of shade. One tree in particular stands out from the rest as it has a sign nailed to its trunk. On another tree is a small nondescript plaque. [Exits: north east south west] (Chromatic Aura) A huge bat is here. Patiently, a forest guardian watches the forest. <100%hp 100%mn 76%mv> back guardian You trample around loudly again. Your backstab misses the forest guardian. The forest guardian is in perfect condition. <100%hp 100%mn 76%mv> Your pierce hits the forest guardian. Bayard's pierce grazes the forest guardian. You lean to the left and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian has a few bruises. <100%hp 100%mn 76%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian has some small wounds. <100%hp 100%mn 76%mv> Your pierce injures the forest guardian. The forest guardian's magic hits you. Bayard's pierce grazes the forest guardian. The forest guardian has quite a few wounds. <92%hp 100%mn 76%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile maims the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile thrashes the forest guardian. The vortex closes in a flash of light. The forest guardian is bleeding profusely. <92%hp 100%mn 76%mv> Your pierce injures the forest guardian. You drop, roll backward, and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian is bleeding profusely. <92%hp 100%mn 76%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile decimates the forest guardian. The vortex closes in a flash of light. The forest guardian is gushing blood. <92%hp 100%mn 76%mv> Your pierce hits the forest guardian. You parry the forest guardian's magic and deflect it downward. Bayard's pierce misses the forest guardian. You look up and notice that it is no longer raining. The forest guardian is screaming in pain. <97%hp 100%mn 83%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile decimates the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. The vortex closes in a flash of light. The forest guardian is spasming in shock. <97%hp 100%mn 83%mv> Your pierce wounds the forest guardian. Your pierce injures the forest guardian. You lean to the left and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian is writhing in agony. <97%hp 100%mn 83%mv> 3 Your kicked dirt scratches the forest guardian. The forest guardian is blinded by the dirt in his eyes! The forest guardian is writhing in agony. <97%hp 100%mn 83%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian is convulsing on the ground. <97%hp 100%mn 83%mv> 5 Your pierce hits the forest guardian. You hop backward and parry the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian is convulsing on the ground. <97%hp 100%mn 83%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile grazes the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The forest guardian is DEAD!! You receive 357 experience points. The forest guardian spills his guts all over the floor. Bayard gets 70 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. The vortex closes in a flash of light. <97%hp 100%mn 83%mv> But you are not fighting anyone! <97%hp 100%mn 83%mv> wo You have 5 gold, 366 silver, and 36271 experience (4337 exp to level). <97%hp 100%mn 83%mv> remove all You stop using a thin dagger. You stop using a hardened leather vest. You stop using a seashell ring. You stop using a light elven cloak. You stop using cloak of Nightwing. You stop using a white gold bracelet. You stop using a glinting silver bracelet. You stop using ring of grace. You stop using some scale mail leggings. You stop using a belt of steel links. You stop using a pair of red sleeves. You stop using a pair of silver glasses. You stop using gloves. You stop using boots of silence. You stop using a purple cloak. <91%hp 93%mn 104%mv> shapeshift wolf You are not yet high enough to take that form. <91%hp 93%mn 104%mv> wear all You wear a druidian robe about your body. You wield a thin dagger. You feel quite confident with a thin dagger. You hold a bright green potion in your hands. You wear a vest on your torso. You wear a seashell ring on your left finger. You wear a light elven cloak around your neck. You wear cloak of Nightwing around your neck. You wear a white gold bracelet around your left wrist. You wear a glinting silver bracelet around your right wrist. You wear ring of grace on your right finger. You wear some scale mail leggings on your legs. You wear a belt of steel links about your waist. You wear a pair of red sleeves on your arms. You wear a pair of silver glasses over your eyes. You wear gloves on your hands. You wear boots of silence on your feet. <97%hp 100%mn 90%mv> remove sack You do not have that item. <97%hp 100%mn 90%mv> inv You are carrying: a bottle of aged mushroom wine a white prayer mat a torn piece of paper ( 5) a bottle of rum a bloody scroll ripped from a corpse a note of introduction an envelope containing a note of introduction a tome of battle tactics a hardened leather vest (Glowing) a large torch with a magical flame a magic mushroom ( 3) a bladder vest a Big Ol'Pack Sack (Glowing) a war banner a purple cloak <97%hp 100%mn 90%mv> Bayard leaves east. You follow Bayard. Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] (Chromatic Aura) A huge bat is here. A dark guardian of the forest keeps vigilant watch. <97%hp 100%mn 88%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has a few scratches. Zeptaru is using: a seashell ring ring of grace a light elven cloak cloak of Nightwing a vest a pair of silver glasses some scale mail leggings boots of silence gloves a pair of red sleeves a druidian robe a belt of steel links a white gold bracelet a glinting silver bracelet a thin dagger a bright green potion <97%hp 100%mn 88%mv> back druid They are not here. <97%hp 100%mn 88%mv> back guardian You look up and notice that it is no longer raining. <100%hp 100%mn 95%mv> Your backstab DISEMBOWELS the forest guardian! The forest guardian has some small wounds. <100%hp 100%mn 95%mv> Your pierce hits the forest guardian. Bayard's pierce misses the forest guardian. The forest guardian's magic hits you. Bayard's pierce misses the forest guardian. The forest guardian has some small wounds. <94%hp 100%mn 95%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile hits the forest guardian. Bayard unleashes a magic missile at the forest guardian. Bayard's magic missile wounds the forest guardian. The vortex closes in a flash of light. The forest guardian has quite a few wounds. <94%hp 100%mn 95%mv> Your pierce hits the forest guardian. The forest guardian drops, rolls backward, and dodges your pierce. You scramble backward and dodge the forest guardian's magic. Bayard's pierce grazes the forest guardian. The forest guardian is covered in bleeding wounds. <94%hp 100%mn 95%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the forest guardian! The forest guardian is gushing blood. <94%hp 100%mn 95%mv> Your pierce injures the forest guardian. You hop backward and dodge the forest guardian's magic. Bayard's pierce misses the forest guardian. The forest guardian is gushing blood. <94%hp 100%mn 95%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the forest guardian! The forest guardian is spasming in shock. <94%hp 100%mn 95%mv> remove Your pierce injures the forest guardian. The forest guardian's magic hits you. Bayard's pierce misses the forest guardian. The forest guardian is spasming in shock. <87%hp 100%mn 95%mv> potion You stop using a bright green potion. The forest guardian is spasming in shock. <87%hp 100%mn 95%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands decimates the forest guardian. The forest guardian is writhing in agony. <87%hp 100%mn 95%mv> ho Your pierce injures the forest guardian. Your pierce hits the forest guardian. The forest guardian's magic hits you. Bayard's pierce misses the forest guardian. The forest guardian is convulsing on the ground. <80%hp 100%mn 95%mv> ld tome You hold a tome of battle tactics in your hands. The forest guardian is convulsing on the ground. <80%hp 100%mn 95%mv> Bayard utters the words, 'gorienna tuaog'. The forest guardian is convulsing on the ground. <80%hp 100%mn 95%mv> Your pierce hits the forest guardian. You lean to the right and dodge the forest guardian's magic. Bayard's pierce hits the forest guardian. The forest guardian is DEAD!! You receive 394 experience points. You hear the forest guardian's death cry. Bayard gets 31 silver coins from the corpse of the forest guardian. Bayard sacrifices the corpse of the forest guardian to the gods. <80%hp 100%mn 95%mv> l Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] It appears as though some large bird has lost a claw. A huge bat is here. <80%hp 100%mn 95%mv> scan n You peer intently north. === 1 north === === 2 north === === 3 north === <80%hp 100%mn 95%mv> scan e Bayard peers intently east. You peer intently east. === 1 east === An escaped prisoner stumbles along here, desperately seeking help. <80%hp 100%mn 95%mv> Bayard leaves east. You follow Bayard. Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] A huge bat is here. An escaped prisoner stumbles along here, desperately seeking help. <80%hp 100%mn 93%mv> e Alas, you cannot go that way. <80%hp 100%mn 93%mv> back prisoner Your backstab misses the prisoner. The prisoner is in perfect condition. <80%hp 100%mn 93%mv> Your pierce hits the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch misses you. The prisoner has a few scratches. <80%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISEMBOWELS the prisoner! The prisoner has quite a few wounds. <80%hp 100%mn 93%mv> The prisoner ducks and dodges your pierce. Bayard's pierce misses the prisoner. The prisoner's punch hits you. The prisoner has quite a few wounds. <73%hp 100%mn 93%mv> 3 Your kicked dirt scratches the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner has quite a few wounds. <73%hp 100%mn 93%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands wounds the prisoner. Your pierce misses the prisoner. Bayard's pierce misses the prisoner. You lean back and dodge the prisoner's punch. The prisoner has quite a few wounds. <73%hp 100%mn 93%mv> The sky gets very cloudy and a calmness begins here. The prisoner has quite a few wounds. <78%hp 100%mn 100%mv> Your pierce injures the prisoner. Your pierce grazes the prisoner. Bayard's pierce misses the prisoner. You parry the prisoner's punch and deflect it upward. The prisoner is covered in bleeding wounds. <78%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands devastates the prisoner. The prisoner is bleeding profusely. <78%hp 100%mn 100%mv> Your pierce misses the prisoner. Bayard's pierce misses the prisoner. You lean to the left and dodge the prisoner's punch. The prisoner is bleeding profusely. <78%hp 100%mn 100%mv> Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands DISMEMBERS the prisoner! The prisoner is screaming in pain. <78%hp 100%mn 100%mv> 3 Your kicked dirt grazes the prisoner. The prisoner is blinded by the dirt in his eyes! The prisoner is screaming in pain. <78%hp 100%mn 100%mv> Your pierce injures the prisoner. Bayard's pierce misses the prisoner. The prisoner's punch misses you. The prisoner is screaming in pain. <78%hp 100%mn 100%mv> 5 Bayard utters the words, 'gorienna tuaog'. Bayard's burning hands hits the prisoner. The prisoner is spasming in shock. <78%hp 100%mn 100%mv> Your pierce misses the prisoner. Bayard's pierce misses the prisoner. You parry the prisoner's punch and deflect it to the left. The prisoner is spasming in shock. <78%hp 100%mn 100%mv> Phealouz has arrived. The prisoner is spasming in shock. <78%hp 100%mn 100%mv> You kick out the prisoner's left leg and trip him! Your trip grazes the prisoner. The prisoner is spasming in shock. <78%hp 100%mn 100%mv> Bayard utters the words, 'dueab daggasz'. Bayard opens a small vortex to unleash a volley of magical missiles. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. Bayard unleashes a magic missile at the prisoner. Bayard's magic missile hits the prisoner. The vortex closes in a flash of light. The prisoner is spasming in shock. <78%hp 100%mn 100%mv> Phealouz's kicked dirt scratches Bayard. Bayard is blinded by the dirt in his eyes! Bayard yells, 'Help! Someone just kicked dirt in my eyes!' The prisoner is spasming in shock. <78%hp 100%mn 100%mv> Your pierce hits the prisoner. Bayard's pierce misses the prisoner. You lean to the left and dodge the prisoner's punch. The prisoner is writhing in agony. <78%hp 100%mn 100%mv> Bayard leaves west. Bayard has fled! Your pierce hits the prisoner. You lean to the right and dodge the prisoner's punch. The prisoner is writhing in agony. <78%hp 100%mn 100%mv> kill phaelou Phealouz's kicked dirt scratches you. Phealouz kicks dirt in your eyes! You yell in panic, 'Help! Someone just kicked dirt in my eyes!' You cannot see a thing! Your pierce misses someone. Your pierce misses someone. You parry someone's pierce and deflect it to the left. You parry someone's pierce and deflect it away from yourself. Someone's punch hits you. <71%hp 100%mn 100%mv> z They are not here. <71%hp 100%mn 100%mv> Someone has arrived. <71%hp 100%mn 100%mv> Your pierce misses someone. Someone's pierce misses someone. Someone's pierce wounds you. You feel poison coursing through your veins. Someone's pierce decimates you. You choose a direction at random and begin to run... You cannot see a thing! You flee from combat! You lost 10 exp. <38%hp 100%mn 97%mv> You hear something's death cry. <38%hp 100%mn 97%mv> 1 The shadows here are too natural to blend with. <38%hp 100%mn 97%mv> 4 You attempt to move silently. You begin sneaking. <38%hp 100%mn 97%mv> s You cannot see a thing! <38%hp 100%mn 95%mv> s Alas, you cannot go that way. <38%hp 100%mn 95%mv> e Alas, you cannot go that way. <38%hp 100%mn 95%mv> e You yell in panic, 'someone! Prepare to die!' Someone's pierce decimates you. You sure are BLEEDING! You choose a direction at random and begin to run... You cannot see a thing! You flee from combat! You lost 10 exp. <19%hp 100%mn 93%mv> You cannot see a thing! <19%hp 100%mn 91%mv> e Alas, you cannot go that way. <19%hp 100%mn 91%mv> flee w You are not fighting anyone. <19%hp 100%mn 91%mv> Someone yells, 'Damn! someone is hurting me!' Someone's pierce decimates someone. <19%hp 100%mn 91%mv> Someone's pierce maims someone. Someone is poisoned by the venom on something. Someone's pierce mauls someone. Someone is poisoned by the venom on something. Someone's pierce grazes someone. You trample around loudly again. Your pierce hits someone. Someone parries your pierce and deflects it to their left. <19%hp 100%mn 91%mv> flee w Someone leaves west. Someone has fled! <19%hp 100%mn 91%mv> You choose a direction at random and begin to run... You cannot see a thing! You flee from combat! You lost 10 exp. <19%hp 100%mn 89%mv> Someone has arrived. <19%hp 100%mn 89%mv> e w You cannot see a thing! <19%hp 100%mn 87%mv> w Someone has arrived. <19%hp 100%mn 87%mv> You cannot see a thing! <19%hp 100%mn 85%mv> w You cannot see a thing! <19%hp 100%mn 83%mv> w You rub the dirt out of your eyes. You shiver and suffer. Your poison wounds you. You sure are BLEEDING! You are not fighting anyone. <8%hp 100%mn 84%mv> w Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A hunter prowls the forest for any type of game, maybe even you. A wild dog stands here, its eyes glowing with hatred and insanity. A forest guardian stands here patiently watching the forest. A trog is here, looming menacingly. A large wild dog observes you through baleful eyes, its mouth foaming with disease. <8%hp 100%mn 82%mv> Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A dark guardian of the forest keeps vigilant watch. <8%hp 100%mn 80%mv> w Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] <8%hp 100%mn 78%mv> w Grove of Despair Darker and darker, deeper and deeper. This forest itself gives you the feeling there is no hope left in this world. It saps the strength from you. The trees twine together in their twisted dance towards the sky. [Exits: north east south west] <8%hp 100%mn 76%mv> w SouthEast Corner of the Grove of Despair Blocked by extreme growth to the east and south, this is the southeast corner of the forest. The tree branches twine overhead, filtering out almost all of the sunlight. [Exits: north east south west] <8%hp 100%mn 74%mv> w Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A hunter prowls the forest for any type of game, maybe even you. A wild dog stands here, its eyes glowing with hatred and insanity. A forest guardian stands here patiently watching the forest. A trog is here, looming menacingly. <8%hp 100%mn 72%mv> 1 The shadows here are too natural to blend with. <8%hp 100%mn 72%mv> w Grove of Despair Seemingly alive, the trees seem to sway and move with a life of their own here within the grove. Could it be the enchantment or just your imagination? They twine together in most spots overhead, effectively blocking a good deal of the sun, or moon, depending on the time. [Exits: north east south west] A large wild dog observes you through baleful eyes, its mouth foaming with disease. A dark guardian of the forest keeps vigilant watch. <8%hp 100%mn 70%mv> s Grove of Despair Twisting and turning, these trees seem to grow in no particular direction other than to seek escape from the very forest that brought them to be. Twigs and dead leaves cover the ground while the various trees' roots grow sporadically, seeking nourishment. [Exits: north west] The corpse of the prisoner is lying here. The splattered brains of the prisoner are lying here. <8%hp 100%mn 68%mv> s Alas, you cannot go that way. <8%hp 100%mn 68%mv> 1 The shadows here are too natural to blend with. <8%hp 100%mn 68%mv> s Alas, you cannot go that way. <8%hp 100%mn 68%mv> w Grove of Despair Trees twist and turn around you, the wind blows a slight breeze through the leaves but still the forest has an eternal quiet that seems to hang over it. Some light filters in through the treetops so you can find your way. [Exits: north east west down] It appears as though some large bird has lost a claw. <8%hp 100%mn 66%mv> s Alas, you cannot go that way. <8%hp 100%mn 66%mv> d The End of a Wide Cavern The tunnel ends here, as sunlight pours in through a gaping hole leading to the surface. Large cracks cover the rock making up its entrance, and small animals scurry about at your approach. The tunnel descends back to the west. [Exits: west up] <8%hp 100%mn 64%mv> 1 The shadows here are too natural to blend with. <8%hp 100%mn 64%mv> w It is pitch black ... <8%hp 100%mn 62%mv> 1 You attempt to hide. <8%hp 100%mn 62%mv> 4 You attempt to move silently. You begin sneaking. <8%hp 100%mn 62%mv> wh [12 Chnge Thi] (PK) Zeptaru the Magsman Players found: 1 <8%hp 100%mn 62%mv> You shiver and suffer. Your poison wounds you. You are stunned, but will probably recover. <-1%hp 100%mn 64%mv> get potion sack You are too stunned to do that. <-1%hp 100%mn 64%mv> drink       quaff potion You are too stunned to do that. <-1%hp 100%mn 64%mv> sll eep You are too stunned to do that. <-1%hp 100%mn 64%mv> l You are too stunned to do that. <-1%hp 100%mn 64%mv> You shiver and suffer. Your poison wounds you. You have been KILLED!! You have died and turned into an invincible ghost for a few minutes. With this death you feel part of your life force slip away. Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A young clerical student devoutly practices supplications. A large cityguard nods at you in silent greeting as he patrols the streets. <49%hp 49%mn 50%mv> Someone tells the group 'Where are you?' <49%hp 49%mn 50%mv> gtell I have been killed You tell the group 'I have been killed' <49%hp 49%mn 50%mv> wh [ Grif ] [JUSTICAR] Mayari the Champion of the Templars [ Draco ] Bhaal the Okuri [ D-Elf ] Faern the Journeywoman Channeler [ Gnome ] Vandorlas the Saint [ Draco ] Siyangephoya the Forest Squire [12 Chnge Thi] (PK) Zeptaru the Magsman [ Cen ] Phealouz the Combatant [ Chnge ] Corwin the Swordpupil [ Chnge ] Darthan Serinth the Knight Hero [ Ilthd ] Skunzite the Green Belt [ Dwarf ] Kelthe the Bone Shatterer [ Half ] Thaulman Fosca the Holy Hero [51 Cen Pal] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Human ] Chaddiru the Adept of Mind Players found: 14 <49%hp 49%mn 50%mv> Someone tells the group 'Where did you fall' <49%hp 49%mn 50%mv> reply A cac ven rn You step out of the shadows. You tell the cartographer, 'A cavern' <49%hp 49%mn 50%mv> rep   say S  The sun slowly disappears in the west. <65%hp 63%mn 65%mv> ^R say    <65%hp 63%mn 65%mv> gr someone's group: [12 Thi] Zeptaru   65%hp  63%mn  65%mv  3973 tnl [12 Ele] Someone   94%hp  82%mn  61%mv  2999 tnl <65%hp 63%mn 65%mv> hide    follow self You stop following someone. <65%hp 63%mn 65%mv> l Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A large cityguard nods at you in silent greeting as he patrols the streets. <65%hp 63%mn 65%mv> Someone tells you, 'Where did you die?' <65%hp 63%mn 65%mv> w Nah... You feel too relaxed... <65%hp 63%mn 65%mv> stand You stand up. <65%hp 63%mn 65%mv> w Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] <70%hp 70%mn 72%mv> w Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. <70%hp 70%mn 71%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <70%hp 70%mn 70%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <70%hp 70%mn 69%mv> s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <70%hp 70%mn 68%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. <70%hp 70%mn 66%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <70%hp 70%mn 65%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] Bhaal the Okuri is here. The road sweeper keeps the roads clean. A cityguard beats a simple cadence with his front right hoof as you pass by. <70%hp 70%mn 64%mv> Bhaal sits down and rests. <70%hp 70%mn 64%mv> 1 You attempt to hide. <70%hp 70%mn 64%mv> 4 You attempt to move silently. <70%hp 70%mn 64%mv> s You step out of the shadows. Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A young thief practices hiding and sneaking in the shadows. <70%hp 70%mn 63%mv> s Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <70%hp 70%mn 62%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A young student of the arts of war practices sword fighting forms. <70%hp 70%mn 60%mv> s Summer Square You are standing at the intersection of Bridge Street and Summer Road. From the north come the sounds of business as usual in Market Square. You sense a body of water nearby, you can just about smell it. The cobblestones beneath your feet are dirty, and two of them appear to be chipped. [Exits: north east south west] <70%hp 70%mn 59%mv> n nBridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the north come the sounds of business as usual in Market Square. East of you is a wall of stone, mortared in place. West is a wooden building, well-kept. You can hear the sounds of drunken revelry, a beer drinking song whose words are too slurred to understand. [Exits: north south] A young student of the arts of war practices sword fighting forms. <70%hp 70%mn 58%mv> Bridge Street You are standing on Bridge Street, a grimy cobblestone road which runs north-south through the city. From the north you near the noisy bustle of business as usual at Market Square. To the east is a small road. From the west comes the distinctive odor of a stew cooking, and the chirping of birds and other sounds indicative of small woodland creatures. [Exits: north east south west] <70%hp 70%mn 57%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just north is noisy Market Square. To the east is a building with the sign: General Store ----->. To the west is a building bearing a sign: <--- Fresh Butchered Meats. [Exits: north south] A young thief practices hiding and sneaking in the shadows. <70%hp 70%mn 56%mv> n Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. [Exits: north east south west up] Bhaal the Okuri is here. The road sweeper keeps the roads clean. A cityguard beats a simple cadence with his front right hoof as you pass by. <70%hp 70%mn 54%mv> n Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <70%hp 70%mn 53%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] A young clerical student devoutly practices supplications. A young clerical student devoutly practices supplications. <70%hp 70%mn 52%mv> n Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <70%hp 70%mn 51%mv> n Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <70%hp 70%mn 50%mv> Someone tells you, 'Where did you die? Where would I find your corpse to grab your belongings?' <70%hp 70%mn 50%mv> n Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <70%hp 70%mn 48%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <70%hp 70%mn 47%mv> n Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <74%hp 77%mn 55%mv> ungroup Huh? <74%hp 77%mn 55%mv> gr Zeptaru's group: [12 Thi] Zeptaru   74%hp  77%mn  55%mv  3973 tnl <74%hp 77%mn 55%mv> l Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <74%hp 77%mn 55%mv> n Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <74%hp 77%mn 54%mv> n Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <74%hp 77%mn 53%mv> n Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <74%hp 77%mn 51%mv> n Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <74%hp 77%mn 50%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <74%hp 77%mn 49%mv> e Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <74%hp 77%mn 48%mv> e Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <74%hp 77%mn 46%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <74%hp 77%mn 43%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <74%hp 77%mn 39%mv> e Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] <74%hp 77%mn 34%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] <74%hp 77%mn 31%mv> wo You have 0 gold, 0 silver, and 36635 experience (3973 exp to level). <74%hp 77%mn 31%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] <74%hp 77%mn 30%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A middle aged man struggles to continue his journey. <74%hp 77%mn 28%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <74%hp 77%mn 27%mv> e Someone tells you, 'Hmmm' <74%hp 77%mn 27%mv> Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <74%hp 77%mn 26%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A middle aged man struggles to continue his journey. <74%hp 77%mn 25%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] <74%hp 77%mn 24%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] <74%hp 77%mn 22%mv> e s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] <74%hp 77%mn 21%mv> s Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] <74%hp 77%mn 20%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A middle aged man struggles to continue his journey. <74%hp 77%mn 19%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] <74%hp 77%mn 18%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] <74%hp 77%mn 16%mv> e Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] <74%hp 77%mn 15%mv> e At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. A gnome vendor tells you, 'Good day, young one. There is a priest here that will gladly' A gnome vendor tells you, 'help you on your way, you need only ask him for his help.' A gnome vendor tells you, 'If you need to rest more than just your legs, there is a small' A gnome vendor tells you, 'rest area to the north of here that I have set up. Also I sell' A gnome vendor tells you, 'water if you need to soothe your parched throat.' A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <74%hp 77%mn 14%mv> The night has begun. <80%hp 84%mn 23%mv> say Please grant me the strent ght to   h to carry on. You say, 'Please grant me the strenghth to carry on.' <80%hp 84%mn 23%mv> Someone has arrived. A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <80%hp 84%mn 23%mv> Someone leaves west. <80%hp 84%mn 23%mv> e Alas, you cannot go that way. <80%hp 84%mn 23%mv> Someone has arrived. A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <80%hp 84%mn 23%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <80%hp 84%mn 23%mv> 1 You attempt to hide. <80%hp 84%mn 23%mv> 4 You attempt to move silently. You begin sneaking. <80%hp 84%mn 23%mv> Someone says, 'Where did you fall?' <80%hp 84%mn 23%mv> Someone says, 'I was nearly dead too' <80%hp 84%mn 23%mv> Someone frowns. <80%hp 84%mn 23%mv> Someone leaves west. <80%hp 84%mn 23%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <86%hp 91%mn 32%mv> reply Show yoursle  efl  lf You step out of the shadows. You tell a gnome vendor, 'Show yourself' <86%hp 91%mn 32%mv> tell someone showyourslef They are not here. <86%hp 91%mn 32%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <86%hp 91%mn 32%mv> l self He looks human-like except for his yellow eyes and purple skin. His large bushy eyebrows droop heavily above his glowing, lemon colored eyes. They hang nearly down and connect with his thin, dark-brown beard. His hair is dark alder in color hangs from the crow peak on his forehead to rest peacefully on his shoulders. It also flows and mingles with his beard. His skin is purple and the light catches hard around his facial features. He looks like a man with high cheeckbones, lips and hard jaw which are visible where the beard connects to his purple skin. His purple skin looks smooth and shiny in this light. He is average height compared to a human. Zeptaru has some small wounds. <86%hp 91%mn 32%mv> wh [ Grif ] [JUSTICAR] Mayari the Champion of the Templars [ Draco ] Bhaal the Okuri [ D-Elf ] Faern the Novice Channeler [ Gnome ] Vandorlas the Saint [ Draco ] Siyangephoya the Apprentice Forester [12 Chnge Thi] (PK) Zeptaru the Magsman [ Cen ] Phealouz the Combatant [ Chnge ] Corwin the Swordpupil [ Chnge ] Darthan Serinth the Knight Hero [ Ilthd ] Skunzite the Green Belt [ Dwarf ] Kelthe the Bone Shatterer [ Half ] Thaulman Fosca the Holy Hero [51 Cen Pal] [LIGHT] (Novice) Barius Bloodmane the Paladin Hero [ Chnge ] Heloise, Nymphalis in Lattice Wonderland, Mistress of the Hourglass Tower [ Chnge ] Bayard the Conjurer [ Human ] Chaddiru the Adept of Mind Players found: 16 <86%hp 91%mn 32%mv> tell Baynard Show yourself They are not here. <86%hp 91%mn 32%mv> tell bayard show your    thyself You tell Bayard, 'show thyself' <92%hp 97%mn 41%mv> hide You attempt to hide. <92%hp 97%mn 41%mv> Bayard tells you, 'I am' <92%hp 97%mn 41%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <92%hp 97%mn 41%mv> reply Were ye just talking otm     to me? You step out of the shadows. You tell Bayard, 'Were ye just talking to me?' <92%hp 97%mn 41%mv> Bayard tells you, 'Yes' <92%hp 97%mn 41%mv> 1 You attempt to hide. <97%hp 100%mn 50%mv> 4 You attempt to move silently. <97%hp 100%mn 50%mv> Phealouz has arrived. A priest of the Wheel says, 'Traveler, may the Lord of Exploration guide your feet to lands unknown.' A priest of the Wheel says, 'I will gladly help refresh the tired muscles of all young travelers, ' A priest of the Wheel says, 'they need only ask. 'Please, grant me the strength to carry on.'' <97%hp 100%mn 50%mv> t Phealouz goes to sleep. <97%hp 100%mn 50%mv> ell Bay       ^R <97%hp 100%mn 50%mv> l phaelouz You do not see that here. <97%hp 100%mn 50%mv> l l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] Phealouz the Combatant is sleeping here. (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <97%hp 100%mn 50%mv> kill phaelouz You step out of the shadows. They are not here. <97%hp 100%mn 50%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] Phealouz the Combatant is sleeping here. (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <97%hp 100%mn 50%mv> kill phealouz You must MURDER a player. <97%hp 100%mn 50%mv> murder phaelouz They are not here. Phealouz wakes and stands up. <100%hp 100%mn 59%mv> murder Phealouz looks at you. <100%hp 100%mn 59%mv> phealouz The gods protect Phealouz from you. <100%hp 100%mn 59%mv> Phealouz chuckles politely. <100%hp 100%mn 59%mv> l phea Phealouz says, 'You are entitled to half of your belongings.' <100%hp 100%mn 59%mv> louz A well rounded being stands mightly before you with its chest out high. The body is held up by four legs sculpted in a horses resemblance. The build of the torso is very thick and a horse body with maine and fur covering it. Its upper body is of a man with human flesh and muscle. His face is slender and of a light brown shade. A large smile errupts from the lips while the cheeks pull back towards the ears. The hair is long, thick, and brown as it reaches towards the backend of the hide. His chest is very well built and tightened with chiseled muscles. Upon the right shoulder lies a gash that has been twisted and turned into a symbol. The symbol is three lines curved towards the center with a geometric shape in the middle. These symbols are all within a large circle that encloses the markings. A thick brown tail spouts from its hide in the rear. The hair is long and straight as it nearly touches the ground. Phealouz is in perfect condition. Phealouz is using: (Glowing) A silver ring a silver ring a silver-spiked collar a light elven cloak (Glowing) A suit of blue-grey mithril chainmail A steel helm gauntlets a pair of leather sleeves a cow skin thief's belt a pewter bracer a pewter bracer (Glowing) the longsword of the thorn You peek at the inventory: sword a white prayer mat a bottle of aged mushroom wine a Big Ol'Pack Sack 435 gold coins, and 465 silver coins. <100%hp 100%mn 59%mv> Phealouz gets a pewter bracer from a Big Ol'Pack Sack. <100%hp 100%mn 59%mv> Phealouz drops a pewter bracer. <100%hp 100%mn 59%mv> Phealouz gets a white gold bracelet from a Big Ol'Pack Sack. <100%hp 100%mn 59%mv> Phealouz drops a white gold bracelet. <100%hp 100%mn 59%mv> Phealouz stops using a cow skin. Phealouz wears a Big Ol'Pack Sack about his body. <100%hp 100%mn 68%mv> Phealouz puts a cow skin in a Big Ol'Pack Sack. <100%hp 100%mn 68%mv> Phealouz drops a white prayer mat. <100%hp 100%mn 68%mv> e Phealouz gets boots of silence from a Big Ol'Pack Sack. <100%hp 100%mn 68%mv> Alas, you cannot go that way. <100%hp 100%mn 68%mv> e Alas, you cannot go that way. <100%hp 100%mn 68%mv> Phealouz drops boots of silence. <100%hp 100%mn 68%mv> l At the Foot of the Sultan's Guard The hills known as the Sultan's Guard rise up before you to the east. There is a path that leads up to it to the east that was carved out by Sultan's engineers in the hopes of continuing trade with the western cities of Ethshar and Glyndane. The air feels cool beneath the hills, and for the first time you realize just how hot it really is away from the protection of Sultan's Guard. You are not the only one to notice this effect. By the side of the road, a vendor has set up a makeshift shop beneath a large canvas. The canopy extends to the north a bit, providing an excellent place to rest and recover from the long journey. [Exits: north west up] A pair of grey soft leather boots was left here. A white prayer mat has been left behind here. A hoop of silvery metal is here. A bracer of pewter lies here, gathering dust. Phealouz the Combatant is here. (Translucent) (Chromatic Aura) A small gnome fans himself while he waits for customers. (Translucent) (Chromatic Aura) A balding priest stands here bestowing the benedictions of his lord. <100%hp 100%mn 68%mv> Phealouz gets a large claw from a Big Ol'Pack Sack. <100%hp 100%mn 68%mv> Phealouz drops a large claw. <100%hp 100%mn 68%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east is the foot of a range of hills called the Sultan's Guard. Beyond these hills lies the trading city of Tyr-Zinet. [Exits: east west] <100%hp 100%mn 67%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush struggling to find nourishment in the harsh sands. The air shimmers as you recognize the intense heat coming off the ground to the south. To the east, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 66%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] <100%hp 100%mn 65%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the land is populated by tall sparse grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen looming ever closer. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 63%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north east] <100%hp 100%mn 62%mv> w Alas, you cannot go that way. <100%hp 100%mn 62%mv> n Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and north from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, on the horizon, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: north south] <100%hp 100%mn 61%mv> n Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues south and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south and west, the land is populated by the occasional tall grass, along with small forms of brush. The air shimmers as you register the heat coming off the ground to the south. To the east, off in the distance, a range of hills can be seen. [Exits: south west] <100%hp 100%mn 60%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. To the north, in the distance, the dark forest of the Grove of Despair can be seen casting its shadow upon the land. To the south, the fields are filled with fewer trees and the grass is not as tall it is to the west. [Exits: east west] <100%hp 100%mn 59%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood and the dark forest of the Grove of Despair meet as if they are soldiers on a battlefield, lined up to go to battle. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 57%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 56%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen in all its majesty. [Exits: east west] <100%hp 100%mn 55%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] A middle aged man struggles to continue his journey. <100%hp 100%mn 54%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road, fields filled with tall grass and an occasional tree can be seen extending as far as the eye can see. To the north, in the distance, the forest of Silverwood can be seen retreating yet further away from the Eastern Road. [Exits: east west] <100%hp 100%mn 53%mv> w Along the Eastern Road The Eastern Road, the main trade road connecting Ethshar to the Dragon Sea, continues east and west from here. The road is wide on either end, allowing for several lanes of travelers to move freely in both directions. Years of heavy travel have packed the ground into a hard surface akin to paving. On the southern side of the road are fields as far as the eye can see. To the north is a wide path that heads into the forest of Silverwood. The forest comes within dozens of feet of the road as if testing the weight of civilization upon its roots. [Exits: north east west] <100%hp 100%mn 51%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated, albeit, in less a lush sprawl of flora. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the road leads to the City of Ethshar. [Exits: east west] <100%hp 100%mn 48%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen slowly approaching the road. To the south, the rolling plains of Glyndane appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 43%mv> w Along the Eastern Road The Eastern Road slowly continues to the east and west from here. To the north, the trees of Silverwood can be seen off in the distance. To the south, the rolling plains appear to continue onward unabated. You can feel the heat lazily radiating off the road, an indicator of what the climate may be like further to the east. To the west, the Eastern Road heads back toward cooler climates as you head toward the cities of Glyndane and Ethshar. [Exits: east west] <100%hp 100%mn 39%mv> w Along the Eastern Road The temperature feels slightly warmer here than it does to the west. The further you walk eastward, the more you get the feeling it will only get hotter. To the north, a lush forest can be seen sprawled out, but before it, there is a garden whose entrance seems to be glowing. To the south are the rolling hills along the outskirts of Glyndane. A sign sits at the side of the road. [Exits: north east west] A torn piece of paper flutters along the ground. <100%hp 100%mn 36%mv> You look up and notice that it is no longer raining. <100%hp 100%mn 45%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. A well-kept cobblestone path leads to the north. [Exits: north east west] <100%hp 100%mn 43%mv> w Along the Eastern Road You have covered about a quarter of the distance between the cities of Ethshar and Tyr-Zinet. The air is getting drier as you near the barren wastes of the Sands of Sorrow. To the west is the dirt path leading to Glyndane and further west the glorious city of Ethshar. To the east the long trek to Tyr-Zinet winds its way through desert and hills. [Exits: east west] <100%hp 100%mn 42%mv> w Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 41%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 40%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 39%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 37%mv> 1 You attempt to hide. <100%hp 100%mn 37%mv> 4 You attempt to move silently. <100%hp 100%mn 37%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] <100%hp 100%mn 36%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] <100%hp 100%mn 35%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 34%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] <100%hp 100%mn 33%mv> quit    s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] <100%hp 100%mn 31%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 30%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] A young clerical student devoutly practices supplications. <100%hp 100%mn 29%mv> n Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 28%mv> e Entrance to the Seminary With entrances facing both the pit room and the road, this room is well-aired. The floor is of light wood, scuffed badly but kept clean by young students of the cloth. The Seminary itself is to the north. A plain bench against the south wall invites the weary traveller to rest a little. [Exits: north east west] A young clerical student devoutly practices cantrips. <100%hp 100%mn 27%mv> e Temple of Balance Donation Room A donation pit in the southeast corner is the focus of many in this room. Above the pit, on the rock wall to the south, is a sign. [Exits: north west] A pit for sacrifices is here. A large cityguard nods at you in silent greeting as he patrols the streets. <100%hp 100%mn 25%mv> hide You attempt to hide. <100%hp 100%mn 25%mv> vis You trample around loudly again. You step out of the shadows. <100%hp 100%mn 34%mv> quit Alas, all good things must come to an end. Connection closed by foreign host. $ exit Script done on Sun Sep 2 22:06:40 2007