Ye Olde Abandoned Realms Logs

Drexl vs Thaymar

posted on 2020-05-29 05:00:08
<360hp 432m 91mv 8pm (night) 1617tnl> where
Players near you in Gnome Village:
<PK> Drexl A Nameless Road
<PK> Thaymar The Throne Room

<360hp 432m 91mv 8pm (night) 1617tnl> east
An Intersection of Two Nameless Roads
+-+ | A four way intersection in what might be considered the
| | center of the village. A small, but very full well sits
+ + +-+ +| in the center, the stonework of it done amazingly skillfully,
| | | || but not very creatively. The roads leading off to the
+-+-@-+-+| north, south, east and west are made of perfectly carved
| || slabs of the green stone chtenik. Short and dull green
+-+-F S| grass grows between each.
| |
+-+-*|
---------+

[Exits: north east south west]
A wishing well sits at the center of the intersection.

<360hp 443m 124mv 9pm (night) 1617tnl> east
A Nameless Road
+-+ | A nameless road in a small gnome village. The road is wide,
| | wide enough for quite a few full grown gnomes or a few
+ +-+ + | carts to travel side by side on, it is made of of perfectly
| | | | carved slabs of the green stone chtenik. Short and dull
+-+-@-+-o| green grass grows between each slab. Short paths lead up
| | | to small doorless homes, almost certainly built from the
+-+-F S | same plan, to the north and south.
| |
+-+-* |
---------+

[Exits: east west]

<360hp 443m 122mv 9pm (night) 1617tnl> east
A Path on the Outskirts
+-+ | A small path leading in or out of a small gnome village.
| | The path is much smaller than the road to the west and looks
+-+ + | to have gone unused for some time. Tall brown grass grow
| | | to each side of the path and a bit actually on the path.
+-+-@-o-o| A small gnome village can be seen to the west and to the
| | | east the path has been almost completely overgrown.
+-F S |
| |
+-+-* |
---------+

[Exits: north east south west]

<360hp 443m 120mv 9pm (night) 1617tnl> east
east
The Overgrown Path
| A very thin path, overgrown with tall brown grass. The path
| leads in an almost perfectly strait line from east to west.
+ | The ground is covered with many small rocks, light gray in color
| | and very crumbly. To the east lies a small clearing and to the
+-+-@-o | west the path continues toward a small gnome village.
| |
S |
|
|
---------+

[Exits: east west]

<360hp 443m 118mv 9pm (night) 1617tnl> The Clearing
| A small clearing between short walls of light gray rock. Bits
| of short, dull green grass grow up between the pieces of the gray
+ | rock that has broken away from the walls. A rather large hole
| | in the northern side of the clearing leads down a short way, old
+-o-@ | wooden beams have kept the walls from collapsing in for what has
| | probably quite some time, they were no doubt used as a way to
S | get in and out as well.
|
|
---------+

[Exits: west down]

<360hp 443m 116mv 9pm (night) 1617tnl> d
Entrance to the Mine Shaft
* *| A small old mine shaft that probably would have collapsed
| || in on itself long ago if not for the thick wooden beams
* *| placed on its walls for support. The area has long been
| || picked clean of any valuable stone, leaving only the
@-*-*| most common types of stone of least value. The air is
| || thick with a terrible smelling substance. Sounds of activity
* *| echo from deeper in the mine to the north.
| |
*-*-*|
---------+

[Exits: east up]

<360hp 443m 115mv 9pm (night) 1617tnl> east
east
Mine Shaft
* * *| A small old mine shaft that probably would have collapsed
| | || in on itself long ago if not for the thick wooden beams
* *-*| placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the
*-@-*-*| most common types of stone of least value. Although some
| | || old torches line the walls, none of them are lit. The
* * *| air is thick with a terrible smelling substance. Sounds
| || of activity echo from deeper in the mine to the north
*-*-* *| an east.
---------+

[Exits: north east south west]

<360hp 443m 114mv 9pm (night) 1617tnl> east
Mine Shaft
* * * | A small old mine shaft that probably would have collapsed
| | | | in on itself long ago if not for the thick wooden beams
* *-*-*| placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the
*-*-@-*-*| most common types of stone of least value. Although some
| | | || old torches line the walls, none of them are lit. The
* * * *| air is thick with a terrible smelling substance. Sounds
| | || of activity echo from deeper in the mine to east and
*-*-* * *| the clear rumbling of activity nearby from the north.
---------+

[Exits: north east south west]

<360hp 443m 113mv 9pm (night) 1617tnl> Mine Shaft
* * * | A small old mine shaft that probably would have collapsed
| | | | in on itself long ago if not for the thick wooden beams
* *-*-* | placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the most
*-*-@-* | common types of stone of least value. Although some old
| | | | | torches line the walls, none of them are lit. The air is
* * * * | thick with a terrible smelling substance. Sounds of activity
| | | | echo from the south, east and west.
*-* * * |
---------+

[Exits: east south west]

<360hp 443m 112mv 9pm (night) 1617tnl> quaf pur
You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.

<360hp 443m 112mv 9pm (night) 1617tnl> east
Mine Shaft
* * | A small old and unused mine shaft that probably would have
| | | collapsed in on itself long ago if not for the thick wooden
*-*-* | beams placed on its walls for support. The area has long
| | been picked clean of any valuable stone, leaving only the
*-*-@ | most common types of stone of least value. The air is thick
| | | | with a terrible smelling substance. Sounds of activity echo
* * * | from all around. The mine shaft breaks off into a more cleanly
| | | carved area to the south.
* * |
---------+

[Exits: south west]

<360hp 443m 111mv 9pm (night) 1617tnl> c blind Thaymar
They aren't here.

<360hp 443m 111mv 9pm (night) 1617tnl> south
Walkway
*-*-* | A wide path in a small tunnel, its centered is covered in
| | a large, dirty red carpet. Extending the length of each side
*-*-* | of the carpet are long piles of rocks. The walls and floor
| | | | and are made of a smooth gray stone and the ceiling is simply
* * @ | the natural ceiling, unsmooth stone of many colors. Two golden
| | | pillars pressed roughly into the tunnel form a passage into
* * | a slightly wider hall off to the south.
| | |
* * |
---------+

[Exits: north south]

<360hp 443m 110mv 9pm (night) 1617tnl> south
south
c blind Thaymar
The Grand Hall
*-*-* | A wide hall with a low ceiling. A dirty red carpet reaches
| | | | from wall to wall. The walls are made of a smooth gray stone
* * * | and the ceiling is simply the natural ceiling, unsmooth stone
| | | of many colors. The whole of the floor is covered with rows
* @ | upon rows of dirty red carpets. Two golden pillars pressed
| | | roughly into the hall form a passage into a slightly slimmer
* * | tunnel off to the north. Tall double doors of gold stand on
| the southern wall.
|
---------+

[Exits: north south]

<360hp 443m 109mv 9pm (night) 1617tnl> The Throne Room
* | A large and very empty chamber, with smoothly carved gray
| | walls. A golden colored carpet wraps almost all of the floor,
* | but leaves a bit of stone visible near the eastern and western
| | walls. A beautifully ornate golden throne stands against the
@ | southern wall, far to big for most, probably a throne made
| for a giant king. Next to the throne stand two small statues
| of lions. The ceiling has been carved away above the throne
| because of the height of the throne. Tall double doors of
| gold stand on the northern wall.
---------+

[Exits: north]
You see 20 of a wooden club here.
A pedestal is here, where a training dummy can be inserted.
A golden throne stands against a wall.
A scarecrow has been set up here.
The anathema king of the hobgoblins is sitting on a throne.
(Charmed) Audovere the big hungry goat is here, fighting a scarecrow.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
The hobgoblin soldier is here, fighting Thaymar.
A gnome prisoner is here, fighting Thaymar.
A human prisoner is here, fighting Thaymar.
A human prisoner is here, fighting Thaymar.
A gnome prisoner is here, fighting Thaymar.
A gnome prisoner is here, fighting Thaymar.
Thaymar is here, fighting a scarecrow.
The hobgoblin bodyguard is here, fighting Thaymar.
The hobgoblin bodyguard is here, fighting Thaymar.
The hobgoblin bodyguard is here, fighting Thaymar.
The hobgoblin bodyguard is here, fighting Thaymar.
The hobgoblin bodyguard is here, fighting Thaymar.

<360hp 443m 108mv 9pm (night) 1617tnl> Thaymar yells 'Help! someone is attacking me!'
You fail to blind Thaymar.
You brace against your armor to perform a two-handed set parry.
You deflect Thaymar's pound aside in an ungraceful parry.
You parry Thaymar's pierce with an easy flourish.
Thaymar's crush misses you.
Thaymar has a few scratches.

<360hp 428m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
You brace against your armor to perform a two-handed set parry.
You awkwardly parry Thaymar's crush with a loud clang.
You fade into existence.
Thaymar dual parries your crush.
Your crush devastates Thaymar!
Audovere the big hungry goat's charge decimates a scarecrow!
Thaymar has a few scratches.

<360hp 428m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
A gnome prisoner trips Thaymar, sending him to the ground.
A gnome prisoner's trip scratches Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard's trip misses Thaymar.
Thaymar has a few scratches.

<360hp 428m 108mv 9pm (night) 1617tnl> ca li
Your lightning bolt devastates Thaymar!
Thaymar has some small wounds and bruises.

<360hp 419m 108mv 9pm (night) 1617tnl>
A scarecrow wields a flick-knife.
Thaymar's pound misses you.
You parry Thaymar's pierce with an easy flourish.
Your crush maims Thaymar!
Thaymar manages to dodge your crush with a lot of effort.
Audovere the big hungry goat's charge decimates a scarecrow!
Thaymar has some small wounds and bruises.

<360hp 419m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
A human prisoner's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard tries to disarm Thaymar, but fails.
The hobgoblin bodyguard's trip misses Thaymar.
Thaymar has some small wounds and bruises.

<360hp 419m 108mv 9pm (night) 1617tnl> ca li
Your lightning bolt decimates Thaymar!
Thaymar has quite a few wounds.

<360hp 410m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pierce misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
You thrust Thaymar's pound aside in a skillful parry.
You brace against your armor to perform a two-handed set parry.
You parry Thaymar's crush.
You parry Thaymar's pierce with an easy flourish.
You brace against your armor to perform a two-handed set parry.
You parry Thaymar's crush.
Your crush MUTILATES Thaymar!
Audovere the big hungry goat's charge misses a scarecrow.
Thaymar has quite a few wounds.

<360hp 410m 108mv 9pm (night) 1617tnl>
Thaymar's trip misses you.
A gnome prisoner's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard tries to disarm Thaymar, but fails.
Thaymar has quite a few wounds.

<360hp 410m 108mv 9pm (night) 1617tnl> ca li
Your lightning bolt DISMEMBERS Thaymar!
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pierce misses Thaymar.
A human prisoner's punch misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
You parry Thaymar's crush.
You parry Thaymar's pierce with an easy flourish.
Thaymar's crush misses you.
Your crush misses Thaymar.
Audovere the big hungry goat's charge devastates a scarecrow!
Thaymar has quite a few wounds.

<360hp 401m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
Thaymar has quite a few wounds.

<360hp 401m 108mv 9pm (night) 1617tnl>
Thaymar tries to disarm you, but fails.
Thaymar has quite a few wounds.

<360hp 401m 108mv 9pm (night) 1617tnl>
You thrust Thaymar's pound aside in a skillful parry.
Thaymar's crush misses you.
Thaymar parries your crush with a hasty swing from his off-hand weapon.
Your crush DISEMBOWELS Thaymar!
Audovere the big hungry goat's charge decimates a scarecrow!
Thaymar has some big nasty wounds and scratches.

<360hp 401m 108mv 9pm (night) 1617tnl>
Thaymar looks less wobbly on his feet.
Thaymar has some big nasty wounds and scratches.

<360hp 401m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 401m 108mv 9pm (night) 1617tnl> ca li
Your lightning bolt mauls Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pierce scratches Thaymar.
The hobgoblin soldier's pound misses Thaymar.
You brace against your armor to perform a two-handed set parry.
You parry Thaymar's crush.
Thaymar stumbles and barely dodges your crush.
Audovere the big hungry goat's charge decimates a scarecrow!
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
A human prisoner tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard's trip misses Thaymar.
The hobgoblin bodyguard's trip misses Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl>
Thaymar trips you and you go down!
Thaymar's trip scratches you.
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl> ca li

The hobgoblin soldier's pound misses Thaymar.
A gnome prisoner's pierce misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
You parry Thaymar's crush.
You brace against your armor to perform a two-handed set parry.
You deflect Thaymar's pierce aside in an ungraceful parry.
Thaymar's pound scratches you.
You parry Thaymar's crush.
Thaymar dual parries your crush.
Audovere the big hungry goat's charge misses a scarecrow.
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
A gnome prisoner tries to disarm Thaymar, but fails.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard's trip misses Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 392m 108mv 9pm (night) 1617tnl>
The hobgoblin soldier's pierce misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
Thaymar's pound misses you.
Your crush devastates Thaymar!
Thaymar nimbly dodges your crush with a practiced maneuver.
Thaymar dodges your crush.
Audovere the big hungry goat's charge decimates a scarecrow!
Thaymar has some big nasty wounds and scratches.

<360hp 396m 141mv 10pm (night) 1617tnl>
The hobgoblin soldier grins evilly at the hobgoblin bodyguard.
Thaymar has some big nasty wounds and scratches.

<360hp 396m 141mv 10pm (night) 1617tnl> Your lightning bolt wounds Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin soldier tries to disarm Thaymar, but fails.
A human prisoner's trip misses Thaymar.
The hobgoblin soldier's trip misses Thaymar.
The hobgoblin soldier tries to disarm Thaymar, but fails.
The hobgoblin bodyguard tries to disarm Thaymar, but fails.
The hobgoblin bodyguard tries to disarm Thaymar, but fails.
The hobgoblin bodyguard's trip misses Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 387m 141mv 10pm (night) 1617tnl> ca li

The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin soldier's pound misses Thaymar.
The hobgoblin bodyguard's pound misses Thaymar.
You thrust Thaymar's pound aside in a skillful parry.
You parry Thaymar's pierce.
Thaymar's crush scratches you.
Your crush MUTILATES Thaymar!
Thaymar dual parries your crush.
Audovere the big hungry goat's charge mauls a scarecrow.
Thaymar looks pretty hurt.

<360hp 387m 141mv 10pm (night) 1617tnl>
Thaymar has fled!
Thaymar walks north.

<360hp 387m 141mv 10pm (night) 1617tnl> Cast the lightning bolt spell on whom?

<360hp 387m 141mv 10pm (night) 1617tnl> north
The Grand Hall
*-*-* | A wide hall with a low ceiling. A dirty red carpet reaches
| | | | from wall to wall. The walls are made of a smooth gray stone
* * * | and the ceiling is simply the natural ceiling, unsmooth stone
| | | of many colors. The whole of the floor is covered with rows
* @ | upon rows of dirty red carpets. Two golden pillars pressed
| | | roughly into the hall form a passage into a slightly slimmer
* * | tunnel off to the north. Tall double doors of gold stand on
| the southern wall.
|
---------+

[Exits: north south]
Thaymar the Gladiator is here.

<360hp 387m 140mv 10pm (night) 1617tnl>
Thaymar walks north.

<360hp 387m 140mv 10pm (night) 1617tnl> murder Thaymar
They aren't here.

<360hp 387m 140mv 10pm (night) 1617tnl>
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
A human prisoner walks in.
A gnome prisoner walks in.
The hobgoblin soldier says 'Time to have some fun.'
A gnome prisoner walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier walks in.
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'
The hobgoblin soldier says 'Time to have some fun.'

<360hp 387m 140mv 10pm (night) 1617tnl> murder Thaymar
They aren't here.

<360hp 387m 140mv 10pm (night) 1617tnl> north
Walkway
*-*-* | A wide path in a small tunnel, its centered is covered in
| | a large, dirty red carpet. Extending the length of each side
*-*-* | of the carpet are long piles of rocks. The walls and floor
| | | | and are made of a smooth gray stone and the ceiling is simply
* * @ | the natural ceiling, unsmooth stone of many colors. Two golden
| | | pillars pressed roughly into the tunnel form a passage into
* * | a slightly wider hall off to the south.
| | |
* * |
---------+

[Exits: north south]

<360hp 387m 139mv 10pm (night) 1617tnl> murder Thaymar
They aren't here.
You feel less wobbly on your feet.

<360hp 387m 139mv 10pm (night) 1617tnl> murder Thaymar
They aren't here.

<360hp 387m 139mv 10pm (night) 1617tnl> north
Mine Shaft
* * | A small old and unused mine shaft that probably would have
| | | collapsed in on itself long ago if not for the thick wooden
*-*-* | beams placed on its walls for support. The area has long
| | been picked clean of any valuable stone, leaving only the
*-*-@ | most common types of stone of least value. The air is thick
| | | | with a terrible smelling substance. Sounds of activity echo
* * * | from all around. The mine shaft breaks off into a more cleanly
| | | carved area to the south.
* * |
---------+

[Exits: south west]

<360hp 387m 138mv 10pm (night) 1617tnl> murder Thaymar
They aren't here.

<360hp 387m 138mv 10pm (night) 1617tnl> c blind Thaymar
They aren't here.

<360hp 387m 138mv 10pm (night) 1617tnl> where
Players near you in Gnome Village:
<PK> Drexl Mine Shaft
<PK> Thaymar Entrance to the Mine Shaft

<360hp 387m 138mv 10pm (night) 1617tnl> west
Mine Shaft
* * * | A small old mine shaft that probably would have collapsed
| | | | in on itself long ago if not for the thick wooden beams
* *-*-* | placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the most
*-*-@-* | common types of stone of least value. Although some old
| | | | | torches line the walls, none of them are lit. The air is
* * * * | thick with a terrible smelling substance. Sounds of activity
| | | | echo from the south, east and west.
*-* * * |
---------+

[Exits: east south west]

<360hp 387m 137mv 10pm (night) 1617tnl> west
Mine Shaft
* * * | A small old mine shaft that probably would have collapsed
| | | | in on itself long ago if not for the thick wooden beams
* *-*-*| placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the
*-*-@-*-*| most common types of stone of least value. Although some
| | | || old torches line the walls, none of them are lit. The
* * * *| air is thick with a terrible smelling substance. Sounds
| | || of activity echo from deeper in the mine to east and
*-*-* * *| the clear rumbling of activity nearby from the north.
---------+

[Exits: north east south west]

<360hp 387m 136mv 10pm (night) 1617tnl> west
west
Mine Shaft
* * *| A small old mine shaft that probably would have collapsed
| | || in on itself long ago if not for the thick wooden beams
* *-*| placed on its walls for support. The area has long been
| | | picked clean of any valuable stone, leaving only the
*-@-*-*| most common types of stone of least value. Although some
| | || old torches line the walls, none of them are lit. The
* * *| air is thick with a terrible smelling substance. Sounds
| || of activity echo from deeper in the mine to the north
*-*-* *| an east.
---------+

[Exits: north east south west]

<360hp 387m 135mv 10pm (night) 1617tnl> Entrance to the Mine Shaft
* *| A small old mine shaft that probably would have collapsed
| || in on itself long ago if not for the thick wooden beams
* *| placed on its walls for support. The area has long been
| || picked clean of any valuable stone, leaving only the
@-*-*| most common types of stone of least value. The air is
| || thick with a terrible smelling substance. Sounds of activity
* *| echo from deeper in the mine to the north.
| |
*-*-*|
---------+

[Exits: east up]

<360hp 387m 134mv 10pm (night) 1617tnl> u
The Clearing
| A small clearing between short walls of light gray rock. Bits
| of short, dull green grass grow up between the pieces of the gray
+ | rock that has broken away from the walls. A rather large hole
| | in the northern side of the clearing leads down a short way, old
+-o-@ | wooden beams have kept the walls from collapsing in for what has
| | probably quite some time, they were no doubt used as a way to
S | get in and out as well.
|
|
---------+

[Exits: west down]

<360hp 387m 133mv 10pm (night) 1617tnl> west
west
The Overgrown Path
| A very thin path, overgrown with tall brown grass. The path
| leads in an almost perfectly strait line from east to west.
+ | The ground is covered with many small rocks, light gray in color
| | and very crumbly. To the east lies a small clearing and to the
+-+-@-o | west the path continues toward a small gnome village.
| |
S |
|
|
---------+

[Exits: east west]

<360hp 387m 131mv 10pm (night) 1617tnl> scan all
A Path on the Outskirts
+-+ | A small path leading in or out of a small gnome village.
| | The path is much smaller than the road to the west and looks
+-+ + | to have gone unused for some time. Tall brown grass grow
| | | to each side of the path and a bit actually on the path.
+-+-@-o-o| A small gnome village can be seen to the west and to the
| | | east the path has been almost completely overgrown.
+-F S |
| |
+-+-* |
---------+

[Exits: north east south west]

<360hp 387m 129mv 10pm (night) 1617tnl> west
You scan all around.
You scan north.
*** Range 1 (north) ***
A gnome scientist is here.
A gnome scientist is here.
A gnome scientist is here.
A gnome scientist is here.
A gnome scientist is here.
You scan east.
You scan south.
*** Range 1 (south) ***
A gnome man is sleeping here.
You scan west.

<360hp 387m 129mv 10pm (night) 1617tnl> A Nameless Road
+-+ | A nameless road in a small gnome village. The road is wide,
| | wide enough for quite a few full grown gnomes or a few
+ +-+ + | carts to travel side by side on, it is made of of perfectly
| | | | carved slabs of the green stone chtenik. Short and dull
+-+-@-+-o| green grass grows between each slab. Short paths lead up
| | | to small doorless homes, almost certainly built from the
+-+-F S | same plan, to the north and south.
| |
+-+-* |
---------+

[Exits: east west]

<360hp 387m 127mv 10pm (night) 1617tnl> west
An Intersection of Two Nameless Roads
+-+ | A four way intersection in what might be considered the
| | center of the village. A small, but very full well sits
+ + +-+ +| in the center, the stonework of it done amazingly skillfully,
| | | || but not very creatively. The roads leading off to the
+-+-@-+-+| north, south, east and west are made of perfectly carved
| || slabs of the green stone chtenik. Short and dull green
+-+-F S| grass grows between each.
| |
+-+-*|
---------+

[Exits: north east south west]
A wishing well sits at the center of the intersection.

<360hp 387m 125mv 10pm (night) 1617tnl> west
A Nameless Road
+ +-+| A nameless road leading into or from the main part of
| | | a small gnome village. The road is wide, wide enough
+-+ + +-+| for quite a few full grown gnomes or a few carts to travel
| | | | side by side on, it is made of of perfectly carved slabs
+-@-+-+| of the green stone chtenik. Short and dull green grass
| | grows between each slab. A wide stretch of the same grass
+-+-F| grows to the south. A short path leads up to a small
| | doorless home to the north.
+-+|
---------+

[Exits: north east west]

<360hp 387m 123mv 10pm (night) 1617tnl> where
Players near you in Gnome Village:
<PK> Drexl A Nameless Road

<360hp 387m 123mv 10pm (night) 1617tnl> west
Entrance to Gnome Village
+ +| The entrance to a small gnome village. The road into
| || the village is wide, wide enough for quite a number of
+-+ + +| full grown gnomes or a few carts to travel side by side
| | || on, it is made of of perfectly carved slabs of the green
@-+-+| stone chtenik. Short and dull green grass grows between
|| each slab. The road heading away from the village is
+-+| nothing but dust and dirt, it leads shortly to the west
|| and than northward.
+|
---------+

[Exits: north east]

<360hp 387m 121mv 10pm (night) 1617tnl> north
west
Truncated Path to the Village
+-+-+-+=+| This is a narrow path, which appears to be very high
| || traffic. Years of feet trodding over the dust and dirt
+ +| has formed a super hard surface for the path. To the
| || west you can hear traffic passing on the Eastern Road.
+-@ + +| To the south, you can hear the sounds of the village,
| | || as well as see the Lights close by.
+-+-+|
||
+-+|
---------+

[Exits: south west]

<360hp 387m 119mv 10pm (night) 1617tnl> north
Truncated Path to the Village
+-+-+-+-+| This is a narrow path, which appears to be very high traffic.
| | | Years of feet trodding over the dust and dirt has formed
+ + | a super hard surface for the path. To the north you can
| | see the Eastern Road. To the south, you can see dim lights
@-+ +| of a village in the distance.
| ||
+-+|
|
|
---------+

[Exits: north east]

<360hp 387m 117mv 10pm (night) 1617tnl> Truncated Path to the Village
o-o-o| This is a narrow path, which appears to be very high
| | traffic. Years of feet trodding over the dust and dirt
+-+-+-+-+| has formed a super hard surface for the path. To the
| | | north you can see the Eastern Road. To the south, you
+ @ | can see dim lights of a village in the distance.
| |
+-+ +|
| ||
+-+|
---------+

[Exits: north south]

<360hp 387m 115mv 10pm (night) 1617tnl> north
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

[Exits: north east south west]
A Knight stands here, guarding the checkpoint.
A Knight stands here, guarding the checkpoint.

<360hp 387m 113mv 10pm (night) 1617tnl> where
Players near you in Eastern Road:
<PK> Drexl The Checkpoint
<PK> Thaymar On the Eastern Road

<360hp 387m 113mv 10pm (night) 1617tnl> east
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<360hp 387m 111mv 10pm (night) 1617tnl> east
scan all
Along the Eastern Road
f | The Eastern Road stretches out from west to east as far as
| | you can see. Due north of you is a huge monastery, just barely
o-o-o | visible through a blanket of trees. To the south you see a
| | village, fairly small. Further south of the village, in the
+-+-@-+-+| far distance, you see a river running through the dwarf forest.
| | Eastwards the city of Timaran looms on the horizon.
+ |
| |
+-+ |
---------+

[Exits: east west]

<360hp 387m 109mv 10pm (night) 1617tnl> You scan all around.
You scan east.
You scan west.
*** Range 2 (west) ***
A Knight stands here, guarding the checkpoint.
A Knight stands here, guarding the checkpoint.

<360hp 387m 109mv 10pm (night) 1617tnl> west
Along the Eastern Road
f | You are journeying along a well-travelled road, just east
| | of a heavily guarded checkpoint. You have covered about half
o-o-o | the distance between the city of Seringale and Timaran. The
| | road has been constructed from a light and yet extremely
+-+-@-+-+| resilient mineral that has resisted the weathering of the
| | trade passing through.
+ |
| |
+-+ |
---------+

[Exits: east west]

<360hp 387m 107mv 10pm (night) 1617tnl> west
west
The Checkpoint
f| You reach the checkpoint of the Eastern Road. This point
|| serves as both a guardpost for keeping the road safe from
o-o-o| highway robbery and also is the main means of checking
| | the smoothness of trade flowing in and out of the two hometowns.
+-+-@-+-+| The post is guarded day and night by heavily armored knights
| | | that are ever vigilant and alert.
+ + |
| |
+-+ |
---------+

[Exits: north east south west]
A Knight stands here, guarding the checkpoint.
A Knight stands here, guarding the checkpoint.

<360hp 387m 105mv 10pm (night) 1617tnl> Along the Eastern Road
| You are travelling down the Eastern Road between Seringale
| and Timaran. It has been constructed of a light yet resilient
o-o| mineral which has stood up to the bustle of tradefair
| | passing through here. The road back to Seringale is to
+-@-+-+| the west of you, while to the east of here you can see
| | | a heavily guarded checkpoint. To the south you see a
+-+ + | dirt path wandering off towards a small village, away
| | from the busy road.
+-+|
---------+

[Exits: east west]

<360hp 387m 103mv 10pm (night) 1617tnl> where
Players near you in Eastern Road:
<PK> Drexl Along the Eastern Road
<PK> Thaymar Along the Eastern Road

<360hp 387m 103mv 10pm (night) 1617tnl> west
Along the Eastern Road
| To the north of you a grove of trees surround the perimeters
| of a dwarven kingdom. Through the trees you can make
o| out the outline of a castle, small and yet clearly aristocrital
|| in design. The road is forced to travel south due to
@-+-+| the presence of a playground of some sort to the west
| || of here. It seems to be unoccupied, at least from this
+-+-+ +| viewpoint. The road continues eastwards, travelling towards
|| the City of Timaran.
+|
---------+

[Exits: east south]

<360hp 387m 101mv 10pm (night) 1617tnl> west
Alas, you cannot go that way.

<360hp 387m 101mv 10pm (night) 1617tnl> south
On the Eastern Road
o| The road takes a sudden swift turn here as it makes its
|| way around the outskirts of a small village, populated
+-+-+| by gnomes. Its light but resilient surface has grown brittle
| || and hard from the many days of beautiful sunshine that
+-+-@ +| have been experienced by it. Despite this it has managed
|| to remain in good shape, looking more than adequate for
+| its function as a trade route.
|
|
---------+

[Exits: north west]

<360hp 387m 99mv 10pm (night) 1617tnl> west
west
On the Eastern Road
| The road travels from east to west here, spanning out for
| miles in both directions. It has been constructed of a light
+-+ +-+| resilient stone that has slowly worn away from the passing
| | | by of many travellers and tourists alike down this trade
+-+-@-+ | road. Far off to the south you can see a river meandering
| its way through a fairly barren looking forest.
|
|
|
---------+

[Exits: east west]
A tall signpost has been erected here.

<360hp 387m 97mv 10pm (night) 1617tnl> On the Eastern Road
| The resilient stone of the Eastern Road stretches out
| in both east and west directions for as far as you can
+-+-+ +| see, eventually turning off its track out of sight. Either
| || side of the road is surrounded by foresty terrain that
+-@-+-+| looks fairly impassible and perhaps not worthwhile to
| try to do so. To the east you see a signpost reaching
| high overhead.
|
|
---------+

[Exits: east west]

<360hp 387m 95mv 10pm (night) 1617tnl> west
On the Eastern Road
o | The Eastern Road continues its journey eastwards towards the City
| | of Timaran. It makes its way around the dwarven kingdom steadily
+-+-+-+ | and neatly. To the south of here you can see a dark forest, looking
| | | fairly barren in population and its trees stunted. It looks very
+ @-+-+| dwarven. Eastwards the road continues, its resilient surface resisting
| | the erosion caused by the bustle of trade passing through the
+ | area.
|
|
---------+

[Exits: north east]

<360hp 387m 93mv 10pm (night) 1617tnl> north
Along the Eastern Road
o | The road heads southwards from here, meandering its way slowly
| | around the outskirts of the dwarven kingdom. Its resilient stone
o | path has resisted much of the wear created by the bustle of traders
| | and merchants travelling in between the two cities. To the northeast
+-+-@-+ | you see a huge monastery, built inside a grove and surrounded
| | | by a patch of grass.
+ +-+-+|
| |
+ |
---------+

[Exits: east south west]

<360hp 387m 91mv 10pm (night) 1617tnl> west
Along the Eastern Road
o | You are walking along a well-travelled road between Seringale
| | and lands east. A northern road crosses this one to the west,
o | towards Seringale. The path has been created from a light stone
| | material that is very resilient. It has worn away over time
+-+-@-+-+| from the flow of traffic that has passed through here. This
| | | is one of Serin's busiest trade routes.
+ +-+|
| |
+-+ |
---------+

[Exits: east west]

<360hp 387m 89mv 10pm (night) 1617tnl> scan all

The white aura around your body fades.

<360hp 395m 124mv 11pm (night) 1617tnl> You scan all around.
You scan east.
*** Range 2 (east) ***
The cartmaster is sitting on a trade caravan.
This young girl looks happy to guide travelers along the roads.
You scan west.
*** Range 1 (west) ***
The caravan attendant is here, looking dejected.

<360hp 395m 124mv 11pm (night) 1617tnl> west
The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| || road shows the scars of the war which destroyed Thalos.
+ +|
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, looking dejected.

<360hp 395m 122mv 11pm (night) 1617tnl> where
west
Players near you in Eastern Road:
<PK> Drexl The Crossroads

<360hp 395m 122mv 11pm (night) 1617tnl> west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]

<360hp 395m 120mv 11pm (night) 1617tnl> west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]

<360hp 395m 118mv 11pm (night) 1617tnl> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<360hp 395m 116mv 11pm (night) 1617tnl> west
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]

<360hp 395m 114mv 11pm (night) 1617tnl> west
west
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

<360hp 395m 112mv 11pm (night) 1617tnl> west
Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]

<360hp 395m 110mv 11pm (night) 1617tnl> west
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
S + |
| |
+ |
---------+

[Exits: north east south west]
A gnomish city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.

<360hp 395m 108mv 11pm (night) 1617tnl> where
The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
S + |
| |
+ |
---------+

[Exits: east west]

<360hp 395m 106mv 11pm (night) 1617tnl> The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ * +|
| ||
+-+ +|
---------+

[Exits: north east south west]

<360hp 395m 104mv 11pm (night) 1617tnl> Players near you in Seringale:
<PK> Drexl The East Common Road
Fylgi Dungeon of Torture
<PK> Thaymar Potion Shop

<360hp 395m 104mv 11pm (night) 1617tnl> west
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
* +-+ * |
| |
+-+-*|
---------+

[Exits: east west]

<360hp 395m 102mv 11pm (night) 1617tnl> west
west
The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
* +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
* * +-+ *| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]

<360hp 395m 100mv 11pm (night) 1617tnl> The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* * * +-+|
| ||
*-* +|
---------+

[Exits: north east south west]
A long-haired lanky man with piercing blue eyes stands here.

<360hp 395m 98mv 11pm (night) 1617tnl> west
The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* * +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* * * +|
| | |
+-*-* |
---------+

[Exits: north east south west]
A slip of paper lies here. It says 'Admits One'.

<360hp 395m 96mv 11pm (night) 1617tnl> west
west
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* * *|
| | |
S-+-*-* |
---------+

[Exits: north east south]

<360hp 395m 94mv 11pm (night) 1617tnl> A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

<360hp 395m 94mv 11pm (night) 1617tnl> c inv
You fade out of existence.

<360hp 390m 94mv 11pm (night) 1617tnl> north
west
west
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ * +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* * *|
---------+

[Exits: south west]

<360hp 390m 93mv 11pm (night) 1617tnl> North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
* *-@-* *| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
* *-+-* *|
---------+

[Exits: north east west]

<360hp 390m 92mv 11pm (night) 1617tnl> Northwest of Market Square
+-S-+-F| You are standing northwest of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S S-+-S| of Seringale, ever flowing with clear drinkable water.
| | | The road is well worn from the traffic constantly passing
* * @-+-*| over it.
| | | ||
+-+-+ +|
| | | ||
S * *-+-*|
---------+

[Exits: east south]

<360hp 390m 91mv 11pm (night) 1617tnl> south
West of Market Square
S S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+

[Exits: north south west]
A rusted sword lies on the ground.

<360hp 390m 90mv 11pm (night) 1617tnl> west
west
The West Common Road
S S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
* * * *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S * *-+|
||
S-+|
---------+

[Exits: north east south west]

<360hp 390m 88mv 11pm (night) 1617tnl> The West Common Road
S | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * * * *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S * *|
|
|
---------+

[Exits: north east south west]

<360hp 390m 86mv 11pm (night) 1617tnl> north
murder Thaymar
Potion Shop
| You are standing in the middle of the Potion Shop. A
| pungent smell fills your nose as you walk into this room.
S | There is a big pot in the back of the shop filled with
| | a color changing liquid, bubbling above a small burning
* * @ * *| fire. You see various different flasks of potions arranged
| | | | || on the shelves in neat rows. The exit of this shop is
+-+-+-+-+| to the south and a ladder leads to a room upstairs.
| | | ||
S S * *|
---------+

[Exits: north south up]
An iron cauldron for brewing potions is bubbling gently here.
A white placard has been placed here listing the effectiveness of various potions.

<360hp 390m 85mv 11pm (night) 1617tnl> They aren't here.

<360hp 390m 85mv 11pm (night) 1617tnl> where
Players near you in Seringale:
<PK> Drexl Potion Shop
Fylgi Dungeon of Torture

<360hp 390m 85mv 11pm (night) 1617tnl> south
The West Common Road
S | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * * * *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S * *|
|
|
---------+

[Exits: north east south west]

<360hp 390m 84mv 11pm (night) 1617tnl> scan all
You scan all around.
You scan north.
*** Range 2 (north) ***
Yarbok the slith is here selling his wares to customers.
You scan east.
You scan south.
*** Range 1 (south) ***
Rimath the trader is here trading and selling various goods.
You scan west.

<360hp 390m 84mv 11pm (night) 1617tnl> where
Players near you in Seringale:
<PK> Drexl The West Common Road
Fylgi Dungeon of Torture

<360hp 390m 84mv 11pm (night) 1617tnl> west
The Western Monument
S | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
* * * * *| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S *| Shop is to the north.
|
|
---------+

[Exits: north east south west]

<360hp 390m 82mv 11pm (night) 1617tnl> west
The West Common Road
S| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
* * * *| see a shop with a sign of a silver wand shooting sparks on
| | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | ||
+ S S|
| |
f-f |
---------+

[Exits: north east west]

<360hp 390m 80mv 11pm (night) 1617tnl> west
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ * * *| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]
A glowing banner bearing the emblem of Seringale rests here.

<360hp 390m 78mv 11pm (night) 1617tnl> west
west
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ * *| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]

<360hp 390m 76mv 11pm (night) 1617tnl> west
Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ *| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
A duergar citizen of Seringale strolls about.
A gnomish city guard of Seringale stands here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
A gnomish city guard steps distractedly around you.

<360hp 390m 74mv 11pm (night) 1617tnl> west
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | with various figures of birds, beasts, and dragons carved
| | into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+

[Exits: east west]
You see 2 of a war banner of Seringale here.

<360hp 390m 72mv 11pm (night) 1617tnl> west
You receive 76 experience points from exploring.
The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: east west hovel]
This small hovel door has moss and vines growing upon it.

<360hp 390m 70mv 11pm (night) 1541tnl> west
A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.

<360hp 390m 68mv 11pm (night) 1541tnl> where
A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]

<360hp 390m 65mv 11pm (night) 1541tnl> Players near you in Mystic Forest:
<PK> Drexl A trail through the light forest
<PK> Thaymar The narrow trail

<360hp 390m 65mv 11pm (night) 1541tnl> c blind Thaymar
They aren't here.

<360hp 390m 65mv 11pm (night) 1541tnl> where
Players near you in Mystic Forest:
<PK> Drexl A trail through the light forest

<360hp 390m 65mv 11pm (night) 1541tnl> scan all
You scan all around.
You scan east.
You scan west.
*** Range 2 (west) ***
The caravan attendant is here, with caravans for hire.

<360hp 390m 65mv 11pm (night) 1541tnl> west
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f |
| |
f-f |
---------+

[Exits: east west]

<360hp 390m 62mv 11pm (night) 1541tnl> west
A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f |
| |
f-f-f |
---------+

[Exits: north east west]
A pair of living wood greaves is here.
The caravan attendant is here, with caravans for hire.

<360hp 390m 59mv 11pm (night) 1541tnl> west
west
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | silhouettes against the moon to the north.
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f |
---------+

[Exits: east south west]
A small pine tree stands here.

<360hp 390m 56mv 11pm (night) 1541tnl> west
A trail through the dense forest
f| You are on a trail leading east and west through the
|| dense forest. To the east, the forest gradually seems
f| to become lighter.
||
f-f-@-f-f|
| | |
f f |
| | |
f-f-f-f|
---------+

[Exits: east west]

<360hp 390m 53mv 11pm (night) 1541tnl> west

The clouds disappear.

<360hp 400m 88mv 12am (midnight) 1541tnl> A trail through the dense forest
| You are on a trail leading east and west through the
| dense forest. To the west, the trees are so huge that
| they completely block out the moonlight, and the forest
| remains in total darkness. A small path leads south
f-f-@-f-f| through the trees.
| | ||
f f f|
| | ||
f f-f-f|
---------+

[Exits: east south west]
A treant stands here in defense of the forest.

<360hp 400m 85mv 12am (midnight) 1541tnl> west
A narrow trail through the deep, dark forest
| You are on a narrow trail winding its way between the
| enormous, grey trunks. The crowns of the trees must be
| very dense, as they leave the forest floor in utter darkness.
| The trail leads east and west.
f-f-@-f-f|
| | |
f f |
| | |
f-f f-f|
---------+

[Exits: east west]

<360hp 400m 82mv 12am (midnight) 1541tnl> west
A narrow trail through the deep, dark forest
f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees whose grey trunks remind you of ancient
f | pillars in a enormous, deserted hall. To the south, an
| | faint path leads away from the trail.
f-f-@-f-f|
| | ||
f f f|
| | ||
f-f-f f|
---------+

[Exits: east south west]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.

<360hp 400m 79mv 12am (midnight) 1541tnl> west
A narrow trail through the deep, dark forest
f-f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees that stand close on all sides. Not
f | a sound is to be heard - everything is ominously quiet.
| |
f-@-f-f|
| | |
f-f f |
| | |
f-f-f |
---------+

[Exits: east west]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.
Shargugh holds out his hands entreatingly.
Shargugh says 'Do you have any nuts?!'

<360hp 400m 76mv 12am (midnight) 1541tnl> west
north
A narrow trail through the deep, dark forest
f-f-f-f | You are where the dusty trail bends, as to avoid conflict
| | with a colossal trunk to the west. A faint glow emanates
f | from a hollow in the tree. Not a sound is to be heard
| | - everything is ominously quiet. The trail leads east
f @-f-f| and south.
| | ||
f-f-f f|
| | ||
f f-f-f|
---------+

[Exits: north east south up]
A curved sword with a heavy tip sits here.
A long polearm with a curved blade is here.
A colossal tree blocks the way westwards.
A treant stands here in defense of the forest.

<360hp 400m 73mv 12am (midnight) 1541tnl> You collide forcefully into the side of a gargantuan tree.

<360hp 400m 73mv 12am (midnight) 1541tnl> The narrow trail
| This trail looks much spookier than any other that you
| have seen. The usual animal claw marks and bites on the
f-f-f-f | trees are increasing in frequency. The trail continues
| | north. There is the heavy smell of a swamp nearby and
@ | you can see a fish leap out to catch a bug.
| |
f f-f-f|
| | ||
f-f-f f|
---------+

[Exits: north south]

<360hp 400m 70mv 12am (midnight) 1541tnl> north
The narrow trail
| This area of the trail is also very peculiar. You can
| sense no signs of animal life what so ever. The structure
| of the surrounding trees forces the path to make a sharp
| turn to the east.
f-f-@-f |
| |
f |
| |
f-f-f|
---------+

[Exits: east south west]

<360hp 400m 67mv 12am (midnight) 1541tnl> west
You receive 74 experience points from exploring.
Entrance to Drkshtyre Wood
| The forest begins to thicken. Black oak surrounds you
| in constant embrace. Further down the path, it is darker
| - the light dimmer. Several animals run by the trailside.
| A feeling of peace wrought all around you.
f-f-@-f-f|
| |
f |
| |
f-f|
---------+

[Exits: east west]
(White Aura) The Grandmaster of Treants is here.

<360hp 400m 64mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl Entrance to Drkshtyre Wood
Kallisto In the Water
<PK> Thaymar A Small Clearing

<360hp 400m 64mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge
| red oak forest. There is an ancient feel to this place,
| as if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here.
f-f-@-f-f| On the side of the trail, are large border stones similar
|| to large pearls.
f|
||
f|
---------+

[Exits: east west]
(White Aura) A muscular ranger is here, taking care of the plants around him.
A sapling is here, trying to find sunlight.

<360hp 400m 61mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+

[Exits: east west]
A sapling is here, trying to find sunlight.

<360hp 400m 58mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+

[Exits: east west]
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<360hp 400m 55mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the trees
| are actually alive and kicking. The feeling of strange eyes constantly
| watching is evident here. On the side of the trail, are large
f-f-@-f-f| border stones similar to large pearls.
| |
f |
| |
f |
---------+

[Exits: east west]
A mushroom has grown to gigantic proportions here.
(Glowing) A small cooking fire blazes here.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<360hp 400m 52mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the
| trees are actually alive and kicking. The feeling of strange
| eyes constantly watching is evident here. On the side of the
f-f-@-f-f| trail, are large border stones similar to large pearls.
| |
f |
| |
f |
---------+

[Exits: east west]
A sapling is here, trying to find sunlight.

<360hp 400m 49mv 12am (midnight) 1467tnl> west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as if
| the trees are actually alive and kicking. The feeling of
| strange eyes constantly watching is evident here. On the
f-f-@-f-f| side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+

[Exits: east south west well]
A brick well has been set up here.
A small pine tree stands here.
A sapling is here, trying to find sunlight.

<360hp 400m 46mv 12am (midnight) 1467tnl> scan all
You scan all around.
You scan east.
*** Range 1 (east) ***
A sapling is here, trying to find sunlight.
*** Range 2 (east) ***
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
*** Range 3 (east) ***
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.
You scan south.
*** Range 1 (south) ***
A treant elder is here, trying to teach you the ways of nature.
*** Range 2 (south) ***
A blackened Lurker stalks its prey.
A treant elder is here, trying to teach you the ways of nature.
*** Range 3 (south) ***
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.
A treant adult is here, taking care of the young.
You scan west.
*** Range 1 (west) ***
A gnoll is here, roaming the forest.
A gnoll is here, roaming the forest.
A bard is here playing the pipes.
A sapling is here, trying to find sunlight.
*** Range 2 (west) ***
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

<360hp 400m 46mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl The main path in Drkshtyre Wood
Kallisto In the Water
<PK> Thaymar A Mystical Trail

<360hp 400m 46mv 12am (midnight) 1467tnl> south
The Southern Path
| This wide trail is half grown over with grass and weeds,
| yet remains obvious to the traveler with a skilled eye.
f-f-f-f-f| A thick set of bushes lines the path on either side,
| | many decorated with small red berries. Ever present are
@ | the sounds of cracking branches and shifting leaves.
| |
f f|
| ||
f-f-f-f-f|
---------+

[Exits: north south]
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 43mv 12am (midnight) 1467tnl> south
south
The Southern Path
f-f-f-f-f| This wide trail is half grown over with grass and weeds,
| | yet remains obvious to the traveler with a skilled eye. A
f | thick set of bushes lines the path on either side, many decorated
| | with small red berries. Ever present are the sounds of cracking
@ f| branches and shifting leaves.
| ||
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]
A blackened Lurker stalks its prey.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 40mv 12am (midnight) 1467tnl> south
A Path Intersection
f | Coming together at this point are two trails, forming a four-way
| | junction in the forest. In the very center is a large tree
f f| stump with several markings carved into it. The giant oak
| || trees seem to rise to the sky. Their dark brown branches
f-f-@-f-f| disseminate in all directions, reaching across the paths
| | to bring shade to the vast forest.
f |
| |
f-f-f |
---------+

[Exits: north east south west]
A pristine weapon is lodged into a big stone here.
A basic unadorned cravat lies here.
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.
A treant adult is here, taking care of the young.

<360hp 400m 37mv 12am (midnight) 1467tnl> south
The Southern Path
f f| This wide trail is half grown over with grass and weeds, yet
| || remains obvious to the traveler with a skilled eye. A thick
f-f-f-f-f| set of bushes lines the path on either side, many decorated
| | with small red berries. Ever present are the sounds of cracking
@ | branches and shifting leaves.
| |
f-f-f |
|
|
---------+

[Exits: north south]
A blackened Lurker stalks its prey.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 34mv 12am (midnight) 1467tnl> The Southern Path
f-f-f-f-f| This wide trail is half grown over with grass and weeds, yet
| | remains obvious to the traveler with a skilled eye. A thick
f | set of bushes lines the path on either side, many decorated
| | with small red berries. Ever present are the sounds of cracking
f-f-@ | branches and shifting leaves.
|
|
|
|
---------+

[Exits: north west]
A mixture of red tassels lie in a heap.
A carving dagger lies on the ground.
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 31mv 12am (midnight) 1467tnl> west
The Southern Path
f-f-f-f-f| This wide trail is half grown over with grass and weeds,
| | yet remains obvious to the traveler with a skilled eye.
f | A thick set of bushes lines the path on either side, many
| | decorated with small red berries. Ever present are the sounds
f-f-@-f | of cracking branches and shifting leaves.
|
|
|
|
---------+

[Exits: east west]
A glowering Defiler is here.
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 28mv 12am (midnight) 1467tnl> west
The Southern Path
f-f-f| This wide trail is half grown over with grass and weeds,
|| yet remains obvious to the traveler with a skilled eye.
f f| A thick set of bushes lines the path on either side, many
| || decorated with small red berries. Ever present are the
f-f-@-f-f| sounds of cracking branches and shifting leaves.
|
|
|
|
---------+

[Exits: east west]
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 25mv 12am (midnight) 1467tnl> west
The Southern Path
| This wide trail is half grown over with grass and weeds,
| yet remains obvious to the traveler with a skilled eye.
f-f | A thick set of bushes lines the path on either side, many
| | decorated with small red berries. Ever present are the
f-f-@-f-f| sounds of cracking branches and shifting leaves.
|
|
|
|
---------+

[Exits: east west]
An ogre stands here waiting to bash your face in.
A treant elder is here, trying to teach you the ways of nature.

<360hp 400m 22mv 12am (midnight) 1467tnl> west
A Small Clearing
| Two paths intersect here, one leading north, and the other
| heading east and west. Many of the trees have been cleared
f-f-f | away, and evidence of past campsites is strewn about.
| | Sunlight trickles through the branches of the towering
f-@-f-f| oak trees and the patches of light dance upon the dusty
| ground as the calm winds rustle the bright green leaves
| high above.
|
|
---------+

[Exits: north east west]
A glowering Defiler is here.
A golden crown is suspended in a blob of gelatinous ooze.
(White Aura) A treant guardian is here, protecting its home.

<360hp 400m 19mv 12am (midnight) 1467tnl> west
Thick Trees
| Surrounding you in all directions except to the east,
| are the massive oak trees that are seen throughout the
f-f-f-f | forest. They are especially close together, making travel
| | through them impossible. Piles of fallen branches lay
@-f-f| all around you, their colors appearing darker in the shaded
| grounds. A breeze is quite evident here, bringing cool
| air from the west.
|
|
---------+

[Exits: east]
A cap lies on the ground.
You see 2 of a pair of fractured leather boots here.
A pile of padded leather is here.
A pair of steel boots has been discarded.
A small oval of metal with a strap is here, meant to be used as a buckler.
A breast plate has been discarded.
A pair of leather gloves, plated with metal rests here.
A shiny bracer lies here.
A plain metal helmet sits here.
An enormous lunchbox has befallen the corpse of some poor soul.
The fattest of the ogres is here, ruling over all ogredom.

<360hp 400m 16mv 12am (midnight) 1467tnl> south
A Mystical Trail
f-f-f-f | A strange force can be felt as you travel this path deep in
| | the woods. Everything is ominously quiet. The occasional crisp
f-f-f| zephyr breaks the silence, grasping at the leaves and branches
| | of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north west]

<360hp 400m 13mv 12am (midnight) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east west]
A giant spider is here, waiting to suck your blood.

<360hp 400m 10mv 12am (midnight) 1467tnl> scan all
You scan all around.
You scan east.
You scan west.
*** Range 1 (west) ***
A crystal ooze sloshes about.

<360hp 400m 10mv 12am (midnight) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east south]
A crystal ooze sloshes about.

<360hp 400m 7mv 12am (midnight) 1467tnl> west
The trees seem to shift closer to each other to prevent your passage west.

<360hp 400m 7mv 12am (midnight) 1467tnl> south
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north west]

<360hp 400m 4mv 12am (midnight) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east west]
A gnoll is here, roaming the forest.

<360hp 400m 1mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl A Mystical Trail
<PK> Ketvahn Entrance to Drkshtyre Wood
Kallisto In the Water

<360hp 400m 1mv 12am (midnight) 1467tnl> west
You are too exhausted.

<360hp 400m 1mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl A Mystical Trail
<PK> Ketvahn Entrance to Drkshtyre Wood
Kallisto In the Water

<360hp 400m 1mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl A Mystical Trail
<PK> Ketvahn Entrance to Drkshtyre Wood
Kallisto In the Water

<360hp 400m 1mv 12am (midnight) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl A Mystical Trail
<PK> Ketvahn Entrance to Drkshtyre Wood
Kallisto In the Water

<360hp 406m 36mv 1am (night) 1467tnl> where
Players near you in Drkshtyre Wood:
<PK> Drexl A Mystical Trail
<PK> Ketvahn Entrance to Drkshtyre Wood
Kallisto In the Water

<360hp 406m 36mv 1am (night) 1467tnl> south
The trees seem to shift closer to each other to prevent your passage south.

<360hp 406m 36mv 1am (night) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east west]
A small pine tree stands here.
A crystal ooze sloshes about.

<360hp 406m 33mv 1am (night) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east south]

<360hp 406m 30mv 1am (night) 1467tnl> south
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north west]
A small pine tree stands here.
A glowering Defiler is here.

<360hp 406m 27mv 1am (night) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east west]

<360hp 406m 24mv 1am (night) 1467tnl> west
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: east south]

<360hp 406m 21mv 1am (night) 1467tnl> south
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north south]

<360hp 406m 18mv 1am (night) 1467tnl> west
The trees seem to shift closer to each other to prevent your passage west.

<360hp 406m 18mv 1am (night) 1467tnl> south
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north south]
A gnoll is here, roaming the forest.

<360hp 406m 15mv 1am (night) 1467tnl> south
A Mystical Trail
| A strange force can be felt as you travel this path deep in
| the woods. Everything is ominously quiet. The occasional crisp
| zephyr breaks the silence, grasping at the leaves and branches
| of the surrounding forest. Trees in the distance appear to
o-@ | shift form, yet a second glance reveals nothing out of the
| ordinary. Equally disturbing are images of small gems that
| appear in the dirt trail you walk on, only to vanish a moment
| later without a trace.
|
---------+

[Exits: north east west]
A small pine tree stands here.

<360hp 406m 12mv 1am (night) 1467tnl> east
A Dwindling Descent
| The trail here is thin, permeating a feeling of perpetual
| unease. Confounding the unwelcome feeling is the presence
| of powerful magic somewhere nearby.
|
@ |
|
|
|
|
---------+

[Exits: south west]

<360hp 406m 9mv 1am (night) 1467tnl> south
You receive 68 experience points from exploring.
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the west and north.
|
|
|
|
---------+

[Exits: north west]

<360hp 406m 6mv 1am (night) 1399tnl> east
Alas, you cannot go that way.

<360hp 406m 6mv 1am (night) 1399tnl> south
Alas, you cannot go that way.

<360hp 406m 6mv 1am (night) 1399tnl> west
south
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the south and east.
|
|
|
|
---------+

[Exits: east south]

<360hp 406m 3mv 1am (night) 1399tnl> A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
o-@ | here. An opening in the trees to the west leads to some sort
| of depression in the ground. The path continues to the north
| and south.
|
|
---------+

[Exits: north south west]

<360hp 406m 0mv 1am (night) 1399tnl> south
You are too exhausted.

<360hp 406m 0mv 1am (night) 1399tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Gloomy Path
<PK> Thaymar Stairwell at the Base of the Tower of Invokation

<360hp 406m 0mv 1am (night) 1399tnl> open sack
get tent sack
drop tent
sleep tent
It's already open.

<360hp 406m 0mv 1am (night) 1399tnl> You see nothing like that in a Big Ol'Pack Sack.

<360hp 406m 0mv 1am (night) 1399tnl> You do not have that item.

<360hp 406m 0mv 1am (night) 1399tnl> You don't see that here.

<360hp 406m 0mv 1am (night) 1399tnl> sleep
You go to sleep.

<360hp 406m 0mv 1am (night) 1399tnl> stand
You wake and stand up.

<360hp 448m 50mv 2am (night) 1399tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Gloomy Path
<PK> Thaymar Student's Quarters
Thaymar yells 'Templar of Sanctity, bless me with your power!'

<360hp 448m 50mv 2am (night) 1399tnl> south
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the west and north.
|
|
|
|
---------+

[Exits: north west]

<360hp 448m 47mv 2am (night) 1399tnl> west
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the south and east.
|
|
|
|
---------+

[Exits: east south]

<360hp 448m 44mv 2am (night) 1399tnl> south
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the north and west.
|
|
|
|
---------+

[Exits: north west]

<360hp 448m 41mv 2am (night) 1399tnl> west
A Gloomy Path
| You are on a thin, gloomy path in the northeastern corner
| of the Tower of High Sorcery gardens. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
@ | here. The path continues to the east and west.
|
|
|
|
---------+

[Exits: east west]

<360hp 448m 38mv 2am (night) 1399tnl> west
A Gloomy Path
| The garden path to the south has forked off into a thinner,
| gloomier pathway through the wood. The sounds and liveliness
| of wildlife in the main gardens has subsided into a quiet
| din. Even the air seems more still, and noticeably cooler
f-f @ | here. The path continues to the east.
| | |
f-f |
| |
f-f |
---------+

[Exits: east south]

<360hp 448m 35mv 2am (night) 1399tnl> south
south
The Northeastern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f | sound of a calm breeze blowing over green grass.
| |
f-f|
---------+

[Exits: south west]

<360hp 448m 32mv 2am (night) 1399tnl> The Northeastern Garden Path
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
@-f | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f| sound of a calm breeze blowing over green grass.
||
f|
---------+

[Exits: north east]

<360hp 448m 29mv 2am (night) 1399tnl> east
The Northeastern Garden Path
f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f-f| sound of a calm breeze blowing over green grass.
| ||
f f|
---------+

[Exits: south west]
A garden gnome scampers through the foliage.

<360hp 448m 26mv 2am (night) 1399tnl> south
east
The Northeastern Garden Path
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping to
@-f-f| enjoy the tranquility that nature affords. You can hear
| || crickets chirping, birds singing, and the silent sound
f f| of a calm breeze blowing over green grass.
| |
f |
---------+

[Exits: north east]

<360hp 448m 23mv 2am (night) 1399tnl> south
A Fork in the Eastern Garden Path
f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f-f | as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@-f | tranquility that nature affords. You can hear crickets chirping,
| | | birds singing, and the silent sound of a calm breeze blowing
f f-S| over green grass. The path continues to the west and south,
| | while to the east it opens up into a meadow.
f |
---------+

[Exits: east south west]

<360hp 448m 20mv 2am (night) 1399tnl> where
Outside the Tower of Necromancy
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f-f-f | as for contentment, as it is clear that the purpose of the
| | | path is not just for walking, but for stopping to enjoy the
@ f-S| tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass. A door to the west leads into the Tower.
| |
f-f |
---------+

[Exits: north south (west)]

<360hp 448m 17mv 2am (night) 1399tnl> Players near you in The Towers of High Sorcery:
<PK> Drexl Outside the Tower of Necromancy
<PK> Thaymar Student's Quarters

<360hp 448m 17mv 2am (night) 1399tnl> op w
You open the door west of you.

<360hp 448m 17mv 2am (night) 1399tnl> west
west
Before the Tower of Necromancy
f-f | A grand staircase opens up before you, leading up into
| | the Tower of Necromancy. Each step has been intricately
* f-f-f| carved with runes representing the elements of Plague,
| | || Shadow, Balance, Blood, and Acid. The walls are hewn from
*-*-@-f f| a solid stone whose color and texture suggest both nature
| | | and magic were involved in their construction.
* f |
| |
f-f |
---------+

[Exits: east west up]

<360hp 448m 15mv 2am (night) 1399tnl> Towards the Tower of Necromancy
f-f | The magnificence of the Great Hall to the west continues
| | here in the hallway towards the Tower of Necromancy,
*-* f-f| though with slightly more subtlety. The deep purple floor
| | || has continued unhindered and gives a uniform flow to
*-*-@-*-f| the Tower's essence. The ceiling however has dropped
| | || from fifty feet to twenty and its highly detailed and
*-* f| ornate carvings have become slightly more restrained.
||
f-f|
---------+

[Exits: east west]

<360hp 448m 14mv 2am (night) 1399tnl> west
west
East Side of the Grand Hall
* | You stand within the Grand Hall of the High Tower of Sorcery.
| | The floor is a deep purple hue with golden flecks of shiny
*-*-* | mineral scattered across its surface. Opaque curved lines swirl
| | | | through the flecks like current of water, giving the whole
*-*-@-*-*| surface an almost hypnotic appearance. A large fountain rests
| | | | in the middle of the Hall to the west. The most awe-inspiring
*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic, art
*-S | and architecture all at once.
---------+

[Exits: north east south west]

<360hp 448m 13mv 2am (night) 1399tnl> west
west
Within the Grand Hall
* * | You stand within the Grand Hall of the High Tower of Sorcery.
| | | The floor is a deep purple hue with golden flecks of shiny
*-*-*-* | mineral scattered across its surface. Opaque curved lines
| | | | | swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | | | rests in the middle of the Hall to the west. The most awe-inspiring
*-*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
*-*-S | art and architecture all at once.
---------+

[Exits: north east south west]
An elder mage admires the hall's architecture.

<360hp 448m 12mv 2am (night) 1399tnl> west
The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
The Disciple of Water radiates vitality.
You have met the eighteen disciples.

<360hp 448m 11mv 2am (night) 1267tnl> Within the Grand Hall
F-* * | You stand within the Grand Hall of the High Tower of
| | | Sorcery. The floor is a deep purple hue with golden flecks
*-*-*-*| of shiny mineral scattered across its surface. Opaque
| | | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | | || A large fountain rests in the middle of the Hall to the
*-*-*-*| east. The most awe-inspiring part of the Hall is the
| | | ceiling - at least fifty feet above the floor and ornately
* *-*-S| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]
A young mage walks through the hall, taking a break from her studies.
A young mage glances at you.

<360hp 448m 10mv 2am (night) 1267tnl> West Side of the Grand Hall
F-* *| You stand within the Grand Hall of the High Tower of
| || Sorcery. The floor is a deep purple hue with golden flecks
*-*-*| of shiny mineral scattered across its surface. Opaque
| | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | || A large fountain rests in the middle of the Hall to the
*-*-*| east. The most awe-inspiring part of the Hall is the
| || ceiling - at least fifty feet above the floor and ornately
* *-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<360hp 448m 9mv 2am (night) 1267tnl> west
Towards the Tower of Invokation
F-*| The magnificence of the Great Hall to the east continues
|| here in the hallway towards the Tower of Invokation, though
*-*| with slightly more subtlety. The deep purple floor has
| || continued unhindered and gives a uniform flow to the Tower's
*-@-*-*| essence. The ceiling however has dropped from fifty feet
| || to twenty and its highly detailed and ornate carvings have
*-*| become slightly more restrained.
| |
* |
---------+

[Exits: east west]

<360hp 448m 8mv 2am (night) 1267tnl> west
Before the Tower of Invokation
| A grand staircase opens up before you, leading up into
| the Tower of Invokation. Each step has been intricately
*| carved with runes representing the elements of Ice, Arcane,
|| Fire, Storm, and Lightning. The walls are hewn from a
@-*-*| solid stone whose color and texture suggest both nature
|| and magic were involved in their construction.
*|
||
*|
---------+

[Exits: east (west) up]

<360hp 448m 7mv 2am (night) 1267tnl> west
The door is closed.

<360hp 448m 7mv 2am (night) 1267tnl> u
Stairwell at the Base of the Tower of Invokation
| You stand at the top of a grand staircase leading up into
| the Tower of Invokation. Each step has been intricately carved
* | with runes representing the elements of Ice, Arcane, Fire,
| | Storm, and Lightning. The walls are hewn from a solid stone
*-*-@ | whose color and texture suggest both nature and magic were
| involved in their construction. A hallway continues to the
| west, and the staircase leads downwards to the east.
|
|
---------+

[Exits: west down]

<360hp 448m 6mv 2am (night) 1267tnl> west
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The floor
| is a deep purple hue with golden flecks of shiny mineral scattered
*-* | across its surface. Opaque curved lines swirl through the flecks
| | | like current of water, giving the whole surface an almost hypnotic
* *-@-* | appearance. The walls are hewn from a solid stone whose color
| | and texture suggest both nature and magic were involved in their
*-* | construction. There is a wooden door in the north wall.
|
|
---------+

[Exits: (north) east west]

<360hp 448m 5mv 2am (night) 1267tnl>
You are allowed to leave the realms.

<360hp 455m 40mv 3am (night) 1267tnl> op n
You open the door north of you.

<360hp 455m 40mv 3am (night) 1267tnl> north
murder Thaymar
Student's Quarters
| You have entered a long rectangular room furnished with at least
| two dozen wooden cots. The cots line the east and west walls
| uniformly and are spaced evenly to accommodate each student equally.
| At the foot of each cot is a wooden chest where the occupants
*-* @ | keep their personal possessions. The walls are hewn from a solid
| | | | stone whose color and texture suggest both nature and magic were
* *-*-* | involved in their construction.
| |
* |
---------+

[Exits: south]
A simple cot rests against the north wall.
A wooden chest rests at the foot of a simple cot.
(Translucent) A student of invokation is sleeping here.
(Translucent) A student of invokation is tiredly walking to his quarters.
(Translucent) A student of invokation is sleeping here.
Thaymar the Gladiator is here.
(Translucent) A student of invokation is sleeping here.

<360hp 455m 39mv 3am (night) 1267tnl>
Thaymar walks south.
A student of invokation stretches luxuriously. Kinda makes you want to doesn't it?

<360hp 455m 39mv 3am (night) 1267tnl> They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> They aren't here.
A student of invokation goes to sleep.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 39mv 3am (night) 1267tnl> south
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The floor
| is a deep purple hue with golden flecks of shiny mineral scattered
*-* * | across its surface. Opaque curved lines swirl through the flecks
| | | | like current of water, giving the whole surface an almost hypnotic
* *-@-* | appearance. The walls are hewn from a solid stone whose color
| | and texture suggest both nature and magic were involved in their
*-* | construction. There is a wooden door in the north wall.
|
|
---------+

[Exits: north east west]

<360hp 455m 38mv 3am (night) 1267tnl> murder Thaymar
murder Thaymar
murder Thaymar
They aren't here.

<360hp 455m 38mv 3am (night) 1267tnl> They aren't here.

<360hp 455m 38mv 3am (night) 1267tnl> They aren't here.

<360hp 455m 38mv 3am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Hallway on the Second Floor of the Tower of Invokation
<PK> Thaymar Grand Hall

<360hp 455m 38mv 3am (night) 1267tnl> east
Stairwell at the Base of the Tower of Invokation
| You stand at the top of a grand staircase leading up into
| the Tower of Invokation. Each step has been intricately carved
* * | with runes representing the elements of Ice, Arcane, Fire,
| | | Storm, and Lightning. The walls are hewn from a solid stone
*-*-@ | whose color and texture suggest both nature and magic were
| involved in their construction. A hallway continues to the
| west, and the staircase leads downwards to the east.
|
|
---------+

[Exits: west down]

<360hp 455m 37mv 3am (night) 1267tnl> d
Before the Tower of Invokation
| A grand staircase opens up before you, leading up into
| the Tower of Invokation. Each step has been intricately
*| carved with runes representing the elements of Ice, Arcane,
|| Fire, Storm, and Lightning. The walls are hewn from a
@-*-*| solid stone whose color and texture suggest both nature
|| and magic were involved in their construction.
*|
||
*|
---------+

[Exits: east (west) up]

<360hp 455m 36mv 3am (night) 1267tnl> scan all
You scan all around.
You scan east.
*** Range 2 (east) ***
A magical broom is busy sweeping up dust.
*** Range 3 (east) ***
A young mage walks through the hall, taking a break from her studies.
You scan west.
You scan up.

<360hp 455m 36mv 3am (night) 1267tnl> east
Towards the Tower of Invokation
F-*| The magnificence of the Great Hall to the east continues
|| here in the hallway towards the Tower of Invokation, though
*-*| with slightly more subtlety. The deep purple floor has
| || continued unhindered and gives a uniform flow to the Tower's
*-@-*-*| essence. The ceiling however has dropped from fifty feet
| || to twenty and its highly detailed and ornate carvings have
*-*| become slightly more restrained.
| |
* |
---------+

[Exits: east west]
A magical broom is busy sweeping up dust.

<360hp 455m 35mv 3am (night) 1267tnl> east
West Side of the Grand Hall
F-* *| You stand within the Grand Hall of the High Tower of
| || Sorcery. The floor is a deep purple hue with golden flecks
*-*-*| of shiny mineral scattered across its surface. Opaque
| | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | || A large fountain rests in the middle of the Hall to the
*-*-*| east. The most awe-inspiring part of the Hall is the
| || ceiling - at least fifty feet above the floor and ornately
* *-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<360hp 455m 34mv 3am (night) 1267tnl> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
An elder mage admires the hall's architecture.
You scan east.
*** Range 1 (east) ***
A young mage walks through the hall, taking a break from her studies.
*** Range 2 (east) ***
Whizzleteaks the Magnificent is here, bragging about his arcane prowess.
The Disciple of Water radiates vitality.
*** Range 3 (east) ***
An elder mage admires the hall's architecture.
You scan south.
*** Range 2 (south) ***
An arcane warder patrols the area, guarding the stockade.
An arcane warder patrols the area, guarding the stockade.
An arcane warder patrols the area, guarding the stockade.
You scan west.
*** Range 2 (west) ***
A magical broom is busy sweeping up dust.

<360hp 455m 34mv 3am (night) 1267tnl> east
Within the Grand Hall
F-* * | You stand within the Grand Hall of the High Tower of
| | | Sorcery. The floor is a deep purple hue with golden flecks
*-*-*-*| of shiny mineral scattered across its surface. Opaque
| | | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | | || A large fountain rests in the middle of the Hall to the
*-*-*-*| east. The most awe-inspiring part of the Hall is the
| | | ceiling - at least fifty feet above the floor and ornately
* *-*-S| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]
A young mage walks through the hall, taking a break from her studies.
A young mage glances at you.

<360hp 455m 33mv 3am (night) 1267tnl> scan all
You scan all around.
You scan north.
*** Range 2 (north) ***
(Translucent) A student of invokation is here, stuffing his face.
(Translucent) A student of invokation is here, stuffing his face.
(Translucent) A student of invokation is here, stuffing his face.
A student of illusion shovels down a plate of food.
A student of illusion shovels down a plate of food.
A student of illusion shovels down a plate of food.
A scullery maid cleans dirty dishes off the tables.
*** Range 3 (north) ***
The Chef bustles around the kitchens, screaming at her workers.
You scan east.
*** Range 1 (east) ***
Whizzleteaks the Magnificent is here, bragging about his arcane prowess.
The Disciple of Water radiates vitality.
*** Range 2 (east) ***
An elder mage admires the hall's architecture.
You scan south.
You scan west.
*** Range 3 (west) ***
A magical broom is busy sweeping up dust.
A young mage whispers 'I have heard rumors around the Towers of the hero Aodhan and his love Seoban meeting an untimely fate.'

<360hp 455m 33mv 3am (night) 1267tnl> east

A young mage whispers 'Roland may know more...ask him about Aodhan.'

<360hp 455m 33mv 3am (night) 1267tnl> The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
Whizzleteaks the Magnificent is here, bragging about his arcane prowess.
The Disciple of Water radiates vitality.
Whizzleteaks the Magnificent walks south.

<360hp 455m 32mv 3am (night) 1267tnl> scan all
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
An elder mage admires the hall's architecture.
You scan south.
*** Range 1 (south) ***
Whizzleteaks the Magnificent is here, bragging about his arcane prowess.
You scan west.
*** Range 1 (west) ***
A young mage walks through the hall, taking a break from her studies.
*** Range 3 (west) ***
A magical broom is busy sweeping up dust.

<360hp 455m 32mv 3am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl The Fountain of the Arcane
<PK> Thaymar Within the Eastern Gardens

<360hp 455m 32mv 3am (night) 1267tnl> east
Within the Grand Hall
* * | You stand within the Grand Hall of the High Tower of Sorcery.
| | | The floor is a deep purple hue with golden flecks of shiny
*-*-*-* | mineral scattered across its surface. Opaque curved lines
| | | | | swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | | | rests in the middle of the Hall to the west. The most awe-inspiring
*-*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
*-*-S | art and architecture all at once.
---------+

[Exits: north east south west]
An elder mage admires the hall's architecture.

<360hp 455m 31mv 3am (night) 1267tnl> east
east
East Side of the Grand Hall
* | You stand within the Grand Hall of the High Tower of Sorcery.
| | The floor is a deep purple hue with golden flecks of shiny
*-*-* | mineral scattered across its surface. Opaque curved lines swirl
| | | | through the flecks like current of water, giving the whole
*-*-@-*-*| surface an almost hypnotic appearance. A large fountain rests
| | | | in the middle of the Hall to the west. The most awe-inspiring
*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic, art
*-S | and architecture all at once.
---------+

[Exits: north east south west]

<360hp 455m 30mv 3am (night) 1267tnl> Towards the Tower of Necromancy
f-f | The magnificence of the Great Hall to the west continues
| | here in the hallway towards the Tower of Necromancy,
*-* f-f| though with slightly more subtlety. The deep purple floor
| | || has continued unhindered and gives a uniform flow to
*-*-@-*-f| the Tower's essence. The ceiling however has dropped
| | || from fifty feet to twenty and its highly detailed and
*-* f| ornate carvings have become slightly more restrained.
||
f-f|
---------+

[Exits: east west]

<360hp 455m 29mv 3am (night) 1267tnl> east
Before the Tower of Necromancy
f-f | A grand staircase opens up before you, leading up into
| | the Tower of Necromancy. Each step has been intricately
* f-f-f| carved with runes representing the elements of Plague,
| | || Shadow, Balance, Blood, and Acid. The walls are hewn from
*-*-@-f f| a solid stone whose color and texture suggest both nature
| | | and magic were involved in their construction.
* f |
| |
f-f |
---------+

[Exits: east west up]

<360hp 455m 28mv 3am (night) 1267tnl> east
Outside the Tower of Necromancy
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f-f-f | as for contentment, as it is clear that the purpose of the
| | | path is not just for walking, but for stopping to enjoy the
*-*-@ f-S| tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass. A door to the west leads into the Tower.
| |
f-f |
---------+

[Exits: north south west]

<360hp 455m 26mv 3am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Outside the Tower of Necromancy
<PK> Thaymar The Northeastern Garden Path

<360hp 455m 26mv 3am (night) 1267tnl> north
A Fork in the Eastern Garden Path
f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f-f | as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@-f | tranquility that nature affords. You can hear crickets chirping,
| | | birds singing, and the silent sound of a calm breeze blowing
*-*-f f-S| over green grass. The path continues to the west and south,
| | while to the east it opens up into a meadow.
f |
---------+

[Exits: east south west]

<360hp 455m 23mv 3am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Fork in the Eastern Garden Path
<PK> Thaymar The Northeastern Garden Path

<360hp 455m 23mv 3am (night) 1267tnl> west
The Northeastern Garden Path
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping to
* @-f-f| enjoy the tranquility that nature affords. You can hear
| | || crickets chirping, birds singing, and the silent sound
*-*-*-f f| of a calm breeze blowing over green grass.
| | |
* f |
---------+

[Exits: north east]

<360hp 455m 20mv 3am (night) 1267tnl> north
The Northeastern Garden Path
f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f-f| sound of a calm breeze blowing over green grass.
| ||
*-*-*-f f|
---------+

[Exits: south west]
A garden gnome scampers through the foliage.

<360hp 455m 17mv 3am (night) 1267tnl> west
The Northeastern Garden Path
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
@-f | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f| sound of a calm breeze blowing over green grass.
||
*-*-f|
---------+

[Exits: north east]

<360hp 455m 14mv 3am (night) 1267tnl> north
The Northeastern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f | sound of a calm breeze blowing over green grass.
| |
f-f|
---------+

[Exits: south west]

<360hp 455m 11mv 3am (night) 1267tnl> murder Thaymar
They aren't here.

<360hp 455m 11mv 3am (night) 1267tnl> west
The Northeastern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
f-f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
@-f | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f| sound of a calm breeze blowing over green grass.
||
f|
---------+

[Exits: north east]
Thaymar the Gladiator is here.
A garden gnome scampers through the foliage.

<360hp 455m 8mv 3am (night) 1267tnl> north
murder Thaymar
A Path Behind the Tower
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
| well as for contentment, as it is clear that the purpose
| of the path is not just for walking, but for stopping
f-f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f | sound of a calm breeze blowing over green grass.
| |
f-f|
---------+

[Exits: south west]

<360hp 455m 5mv 3am (night) 1267tnl> They aren't here.

<360hp 455m 5mv 3am (night) 1267tnl> south
murder Thaymar
The Northeastern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
f-f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping
@-f | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f| sound of a calm breeze blowing over green grass.
||
f|
---------+

[Exits: north east]
Thaymar the Gladiator is here.
A garden gnome scampers through the foliage.

<360hp 455m 2mv 3am (night) 1267tnl> Thaymar yells 'Help! I am being attacked by someone!'
You fade into existence.
Thaymar dodges your crush.
Thaymar dances around your crush, easily dodging it.
Thaymar has some big nasty wounds and scratches.

<360hp 455m 2mv 3am (night) 1267tnl>
Thaymar has fled!
Thaymar walks north.

<360hp 455m 2mv 3am (night) 1267tnl>
A cobra slithers around on the ground.

<360hp 455m 2mv 3am (night) 1267tnl> ca li
murder Thaymar
Cast the lightning bolt spell on whom?

<360hp 455m 2mv 3am (night) 1267tnl> They aren't here.

<360hp 455m 2mv 3am (night) 1267tnl>
Thaymar walks in.
**OOF!** Out of nowhere a garden gnome tags you!!!
A garden gnome giggles and then scampers away.

<360hp 455m 2mv 3am (night) 1267tnl> north
murder Thaymar
You are too exhausted.

<360hp 455m 2mv 3am (night) 1267tnl> Thaymar yells 'Help! I am being attacked by Drexl!'
Your crush injures Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 455m 2mv 3am (night) 1267tnl> ca li

Thaymar's pound grazes you.
Thaymar's pound misses you.
Your crush mauls Thaymar.
Thaymar stumbles and barely dodges your crush.
Thaymar has some big nasty wounds and scratches.

<360hp 455m 2mv 3am (night) 1267tnl> Your lightning bolt injures Thaymar.
Thaymar has some big nasty wounds and scratches.

<360hp 446m 2mv 3am (night) 1267tnl>
The night is about to end.
Thaymar has some big nasty wounds and scratches.

<360hp 449m 35mv 4am (night) 1267tnl>
Thaymar has fled!
Thaymar walks north.

<360hp 449m 35mv 4am (night) 1267tnl> ca li
Cast the lightning bolt spell on whom?

<360hp 449m 35mv 4am (night) 1267tnl>
Thaymar walks in.

<360hp 449m 35mv 4am (night) 1267tnl> murder Thaymar
Thaymar yells 'Help! I am being attacked by Drexl!'
Thaymar awkwardly parries your crush with a loud clang.
Your crush wounds Thaymar.
Thaymar looks pretty hurt.

<360hp 449m 35mv 4am (night) 1267tnl>
Thaymar's wild slash injures you.
Thaymar's pierce devastates you!
You brace against your armor to perform a two-handed set parry.
You parry Thaymar's slash.
Thaymar stumbles and barely dodges your crush.
Thaymar looks pretty hurt.

<352hp 449m 35mv 4am (night) 1267tnl> ca li
Your lightning bolt devastates Thaymar!
Thaymar looks pretty hurt.

<352hp 440m 35mv 4am (night) 1267tnl>
Thaymar's slash devastates you!
Thaymar's slash MUTILATES you!
Your crush wounds Thaymar.
Thaymar dual parries your crush.
Thaymar looks pretty hurt.

<281hp 440m 35mv 4am (night) 1267tnl>
Thaymar has fled!
Thaymar limps north.

<281hp 440m 35mv 4am (night) 1267tnl> ca li
Cast the lightning bolt spell on whom?

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 35mv 4am (night) 1267tnl> north
A Path Behind the Tower
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
| well as for contentment, as it is clear that the purpose
| of the path is not just for walking, but for stopping
f-f-@ | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f | sound of a calm breeze blowing over green grass.
| |
f-f|
---------+

[Exits: south west]

<281hp 440m 32mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 32mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 32mv 4am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Path Behind the Tower
<PK> Thaymar The Northwestern Garden Path

<281hp 440m 32mv 4am (night) 1267tnl> west
A Path Behind the Tower
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
| well as for contentment, as it is clear that the purpose
| of the path is not just for walking, but for stopping
f-f-@-f | to enjoy the tranquility that nature affords. You can
| | hear crickets chirping, birds singing, and the silent
f-f| sound of a calm breeze blowing over green grass.
||
f|
---------+

[Exits: east west]

<281hp 440m 29mv 4am (night) 1267tnl> murder Thaymar
They aren't here.

<281hp 440m 29mv 4am (night) 1267tnl> west
Outside the Tower of Illusions
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as
| well as for contentment, as it is clear that the purpose
| of the path is not just for walking, but for stopping
f-f-@-f-f| to enjoy the tranquility that nature affords. You can
| || hear crickets chirping, birds singing, and the silent
f f| sound of a calm breeze blowing over green grass. There
| is a door leading into the Tower to the south.
|
---------+

[Exits: east (south) west]

<281hp 440m 26mv 4am (night) 1267tnl> west
A Path Behind the Tower
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as well
| as for contentment, as it is clear that the purpose of the path
| is not just for walking, but for stopping to enjoy the tranquility
f-@-f-f| that nature affords. You can hear crickets chirping, birds singing,
| | and the silent sound of a calm breeze blowing over green grass.
f-f |
|
|
---------+

[Exits: east west]

<281hp 440m 23mv 4am (night) 1267tnl> west
A Path Behind the Tower
| This path meanders lazily through the gardens that surround the
| Towers. Whoever built it had an eye for nature as well as for
| contentment, as it is clear that the purpose of the path is not
| just for walking, but for stopping to enjoy the tranquility that
@-f-f| nature affords. You can hear crickets chirping, birds singing,
| | and the silent sound of a calm breeze blowing over green grass.
f-f-f |
| |
f |
---------+

[Exits: east south]

<281hp 440m 20mv 4am (night) 1267tnl> south
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround the
| Towers. Whoever built it had an eye for nature as well as for
f-f-f| contentment, as it is clear that the purpose of the path is not
| | just for walking, but for stopping to enjoy the tranquility that
f-f-@ | nature affords. You can hear crickets chirping, birds singing,
| | and the silent sound of a calm breeze blowing over green grass.
f |
| |
f |
---------+

[Exits: north west]

<281hp 440m 17mv 4am (night) 1267tnl> west
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as well
f-f| as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@-f | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f-f |
---------+

[Exits: east west]

<281hp 440m 14mv 4am (night) 1267tnl> north
A Secret Path
| You are deep within the forest on a silent path. The trees
| are tall and full, stretching their bright green canopy in
| a wide expanse. The path itself looks hardly used and almost
| hidden among the greenery. You can just barely see that it
!-f-@ f-f| continues to the west and south.
| | |
f-f-f |
| |
f |
---------+

[Exits: south west]

<281hp 440m 11mv 4am (night) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Secret Path
<PK> Thaymar Outside the Tower of Invokation

<281hp 440m 11mv 4am (night) 1267tnl> scan all
You scan all around.
You scan south.
You scan west.
*** Range 1 (west) ***
A garden gnome scampers through the foliage.
*** Range 2 (west) ***
The Disciple of Spirit meditates on life and restoration.

<281hp 440m 11mv 4am (night) 1267tnl> south
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as well
f-f| as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@-f | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f-f |
---------+

[Exits: east west]

<281hp 440m 8mv 4am (night) 1267tnl> east
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround the
| Towers. Whoever built it had an eye for nature as well as for
f-f-f| contentment, as it is clear that the purpose of the path is not
| | just for walking, but for stopping to enjoy the tranquility that
f-f-@ | nature affords. You can hear crickets chirping, birds singing,
| | and the silent sound of a calm breeze blowing over green grass.
f |
| |
f |
---------+

[Exits: north west]

<281hp 440m 5mv 4am (night) 1267tnl> west
west
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as well
f-f| as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@-f | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f-f |
---------+

[Exits: east west]

<281hp 440m 2mv 4am (night) 1267tnl> south
You are too exhausted.

<281hp 440m 2mv 4am (night) 1267tnl> The tower is built from solid stone.

<281hp 440m 2mv 4am (night) 1267tnl> west
You are too exhausted.

<281hp 440m 2mv 4am (night) 1267tnl> south
The tower is built from solid stone.

<281hp 440m 2mv 4am (night) 1267tnl> sleep
You go to sleep.

<281hp 440m 2mv 4am (night) 1267tnl> stand
You wake and stand up.

<310hp 459m 52mv 5am (dawn) 1267tnl> west
where
The Northwestern Garden Path
| This path meanders lazily through the gardens that surround
| the Towers. Whoever built it had an eye for nature as well
f| as for contentment, as it is clear that the purpose of the
|| path is not just for walking, but for stopping to enjoy the
@-f-f| tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f-f |
---------+

[Exits: east south]

<310hp 459m 49mv 5am (dawn) 1267tnl> west
south
Players near you in The Towers of High Sorcery:
<PK> Drexl The Northwestern Garden Path
<PK> Thaymar Southwest Corner of the Grand Hall

<310hp 459m 49mv 5am (dawn) 1267tnl> The path does not go that way.

<310hp 459m 49mv 5am (dawn) 1267tnl> The Northwestern Garden Path
f| This path meanders lazily through the gardens that surround
|| the Towers. Whoever built it had an eye for nature as well
f-f-f| as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
@ | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f-f | over green grass.
| |
f |
---------+

[Exits: north south]

<310hp 459m 46mv 5am (dawn) 1267tnl> south
The Northwestern Garden Path
f-f-f| This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f | as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
f-@ | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f |
---------+

[Exits: north west]

<310hp 459m 43mv 5am (dawn) 1267tnl> west
Within the Western Gardens
f-f| This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f | as for contentment, as it is clear that the purpose of the
| | path is not just for walking, but for stopping to enjoy the
@-f | tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass.
| |
f |
---------+

[Exits: east south]

<310hp 459m 40mv 5am (dawn) 1267tnl> south
Outside the Tower of Invokation
f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as
f-f | well as for contentment, as it is clear that the purpose
| | of the path is not just for walking, but for stopping to
@ | enjoy the tranquility that nature affords. You can hear
| | crickets chirping, birds singing, and the silent sound
f | of a calm breeze blowing over green grass. There is a door
| | leading into the Tower to the east.
f-f |
---------+

[Exits: north (east) south]

<310hp 459m 37mv 5am (dawn) 1267tnl> op e
You open the door east of you.

<310hp 459m 37mv 5am (dawn) 1267tnl> east
east
where
Before the Tower of Invokation
f | A grand staircase opens up before you, leading up into
| | the Tower of Invokation. Each step has been intricately
f-f *| carved with runes representing the elements of Ice, Arcane,
| || Fire, Storm, and Lightning. The walls are hewn from a
f-@-*-*| solid stone whose color and texture suggest both nature
| || and magic were involved in their construction.
f *|
| ||
f-f *|
---------+

[Exits: east west up]

<310hp 459m 35mv 5am (dawn) 1267tnl> Towards the Tower of Invokation
f F-*| The magnificence of the Great Hall to the east continues
| || here in the hallway towards the Tower of Invokation, though
f-f *-*| with slightly more subtlety. The deep purple floor has
| | || continued unhindered and gives a uniform flow to the Tower's
f-*-@-*-*| essence. The ceiling however has dropped from fifty feet
| | || to twenty and its highly detailed and ornate carvings have
f *-*| become slightly more restrained.
| | |
f-f * |
---------+

[Exits: east west]

<310hp 459m 34mv 5am (dawn) 1267tnl> Players near you in The Towers of High Sorcery:
<PK> Drexl Towards the Tower of Invokation
<PK> Thaymar Southwest Corner of the Grand Hall

<310hp 459m 34mv 5am (dawn) 1267tnl> east
West Side of the Grand Hall
F-* *| You stand within the Grand Hall of the High Tower of
| || Sorcery. The floor is a deep purple hue with golden flecks
*-*-*| of shiny mineral scattered across its surface. Opaque
| | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | || A large fountain rests in the middle of the Hall to the
*-*-*| east. The most awe-inspiring part of the Hall is the
| || ceiling - at least fifty feet above the floor and ornately
* *-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<310hp 459m 33mv 5am (dawn) 1267tnl> south
Southwest Corner of the Grand Hall
*-*-*| You stand within the Grand Hall of the High Tower of
| | || Sorcery. The floor is a deep purple hue with golden flecks
*-*-*-*-*| of shiny mineral scattered across its surface. Opaque
| | || curved lines swirl through the flecks like current of
@-*-*| water, giving the whole surface an almost hypnotic appearance.
| || A large fountain rests in the middle of the Hall to the
* *-*| northeast. The most awe-inspiring part of the Hall is
|| the ceiling - at least fifty feet above the floor and
*| ornately carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south]
(White Aura) Thaymar the Gladiator is here.

<310hp 459m 32mv 5am (dawn) 1267tnl> c blind Thaymar

Thaymar limps east.

<310hp 459m 32mv 5am (dawn) 1267tnl> They aren't here.

<310hp 459m 32mv 5am (dawn) 1267tnl> murder Thaymar
They aren't here.

<310hp 459m 32mv 5am (dawn) 1267tnl> east
South Wall of the Grand Hall
*-*-*-*| You stand within the Grand Hall of the High Tower of Sorcery.
| | | || The floor is a deep purple hue with golden flecks of shiny
*-*-*-*-*| mineral scattered across its surface. Opaque curved lines
| | | || swirl through the flecks like current of water, giving
*-@-*-*| the whole surface an almost hypnotic appearance. A large
| | | fountain rests in the middle of the Hall to the northeast.
* *-*-S| The most awe-inspiring part of the Hall is the ceiling
| | - at least fifty feet above the floor and ornately carved
* | out of stone, it is magic, art and architecture all at
---------+ once.

[Exits: north east west]

<310hp 459m 31mv 5am (dawn) 1267tnl> murder Thaymar
They aren't here.

<310hp 459m 31mv 5am (dawn) 1267tnl> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
A young mage walks through the hall, taking a break from her studies.
*** Range 3 (north) ***
A student of illusion bends colorful light between his hands.
(Translucent) A student of invokation is here, stuffing his face.
(Translucent) A student of invokation is here, stuffing his face.
(Translucent) A student of invokation is here, stuffing his face.
A student of illusion shovels down a plate of food.
A scullery maid cleans dirty dishes off the tables.
You scan east.
*** Range 2 (east) ***
A young mage walks through the hall, taking a break from her studies.
You scan west.
*** Range 1 (west) ***
A magical broom is busy sweeping up dust.

<310hp 459m 31mv 5am (dawn) 1267tnl> east
Grand Hall
*-*-*-*-*| You stand within the Grand Hall of the High Tower of Sorcery.
| | | | || The floor is a deep purple hue with golden flecks of shiny
*-*-*-*-*| mineral scattered across its surface. Opaque curved lines
| | | | || swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | rests in the middle of the Hall to the north. The most awe-inspiring
* *-*-S | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
* | art and architecture all at once.
---------+

[Exits: north east south west]

<310hp 459m 30mv 5am (dawn) 1267tnl> scan all
You scan all around.
You scan north.
*** Range 1 (north) ***
The Disciple of Water radiates vitality.
*** Range 2 (north) ***
Whizzleteaks the Magnificent is here, bragging about his arcane prowess.
You scan east.
*** Range 1 (east) ***
A young mage walks through the hall, taking a break from her studies.
You scan south.
You scan west.

<310hp 459m 30mv 5am (dawn) 1267tnl> north
The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
The Disciple of Water radiates vitality.

<310hp 459m 29mv 5am (dawn) 1267tnl> scan all
You scan all around.
You scan north.
You scan east.
*** Range 1 (east) ***
An elder mage admires the hall's architecture.
You scan south.
You scan west.
*** Range 1 (west) ***
A young mage walks through the hall, taking a break from her studies.
*** Range 2 (west) ***
A magical broom is busy sweeping up dust.

<310hp 459m 29mv 5am (dawn) 1267tnl> north
North Side of the Grand Hall
* * | You stand within the Grand Hall of the High Tower of
| | | Sorcery. The floor is a deep purple hue with golden flecks
F-* * | of shiny mineral scattered across its surface. Opaque
| | | curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | | | || A large fountain rests in the middle of the Hall to the
*-*-*-*-*| south. The most awe-inspiring part of the Hall is the
| | | | || ceiling - at least fifty feet above the floor and ornately
*-*-*-*-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<310hp 459m 28mv 5am (dawn) 1267tnl> scan all
You scan all around.
You scan north.
You scan east.
*** Range 2 (east) ***
A young mage walks through the hall, taking a break from her studies.
You scan south.
*** Range 1 (south) ***
The Disciple of Water radiates vitality.
You scan west.
*** Range 2 (west) ***
A magical broom is busy sweeping up dust.
An elder mage admires the hall's architecture.

<310hp 459m 28mv 5am (dawn) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl North Side of the Grand Hall
<PK> Thaymar Before the Tower Doors

<310hp 459m 28mv 5am (dawn) 1267tnl> south
The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
The Disciple of Water radiates vitality.

<310hp 459m 27mv 5am (dawn) 1267tnl> south
south
Grand Hall
*-*-*-*-*| You stand within the Grand Hall of the High Tower of Sorcery.
| | | | || The floor is a deep purple hue with golden flecks of shiny
*-*-*-*-*| mineral scattered across its surface. Opaque curved lines
| | | | || swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | rests in the middle of the Hall to the north. The most awe-inspiring
* *-*-S | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
* | art and architecture all at once.
---------+

[Exits: north east south west]

<310hp 459m 26mv 5am (dawn) 1267tnl> A Wide, Bright Passage
*-*-*-*-*| You are in a wide, bright chamber leading towards the Great
| | | | || Hall of the tower. The walls are made from a white marbled
*-*-*-*-*| stone that holds a glossy sheen. They look so clean and shiny
| | | that they appear to have been freshly buffed with a cloth.
* *-@-S | The floor is a deep purple hue with golden flecks of shiny
| | mineral scattered across its surface. Opaque curved lines
* | swirl through the flecks like current of water, giving the
| whole surface an almost hypnotic appearance. There are doorways
| to the east and west, while the foyer of the tower lays to
---------+ the south.

[Exits: north east south west]

<310hp 459m 25mv 5am (dawn) 1267tnl> south
The Foyer
*-*-*-*-*| You are standing in the front foyer of the High Tower of Sorcery.
| | | The massive oak doors of the Tower rest solidly in the south
* *-*-S | wall. The walls are made from a white marbled stone that holds
| | a glossy sheen. They look so clean and shiny that they appear
@ | to have been freshly buffed with a cloth. The floor is a
| deep purple hue with golden flecks of shiny mineral scattered
| across its surface. Opaque curved lines swirl through the
| flecks like current of water, giving the whole surface an
| almost hypnotic appearance.
---------+

[Exits: north (south)]

<310hp 459m 24mv 5am (dawn) 1267tnl> op s
You open the door south of you.

<310hp 459m 24mv 5am (dawn) 1267tnl> south
murder Thaymar

Thaymar limps in.

<310hp 459m 24mv 5am (dawn) 1267tnl> Before the Tower Doors
*-*-S | You stand before the massive doors of the High Tower of Sorcery.
| | The doors are made from thick oak and are covered with intricate
* | arcane carvings reprsenting all manners and schools of magic.
| | The doors are hung solidly from wrought iron hinges that
f @ f| are fastened to the tower's front arch with razor-sharp accuracy.
| | || The garden path continues to the south.
f-f-o-f-f|
| |
o |
---------+

[Exits: north south]

<310hp 459m 23mv 5am (dawn) 1267tnl> murder Thaymar
They aren't here.

<310hp 459m 23mv 5am (dawn) 1267tnl> north
They aren't here.

<310hp 459m 23mv 5am (dawn) 1267tnl> murder Thaymar
The Foyer
*-*-*-*-*| You are standing in the front foyer of the High Tower
| | | of Sorcery. The massive oak doors of the Tower rest solidly
* *-*-S | in the south wall. The walls are made from a white marbled
| | stone that holds a glossy sheen. They look so clean and
@ | shiny that they appear to have been freshly buffed with
| | a cloth. The floor is a deep purple hue with golden
f o f| flecks of shiny mineral scattered across its surface.
| | || Opaque curved lines swirl through the flecks like current
f-f-o-f-f| of water, giving the whole surface an almost hypnotic
---------+ appearance.

[Exits: north south]

<310hp 459m 22mv 5am (dawn) 1267tnl> north
murder Thaymar
north
They aren't here.

<310hp 459m 22mv 5am (dawn) 1267tnl> murder Thaymar
A Wide, Bright Passage
*-*-*-*-*| You are in a wide, bright chamber leading towards the Great
| | | | || Hall of the tower. The walls are made from a white marbled
*-*-*-*-*| stone that holds a glossy sheen. They look so clean and shiny
| | | that they appear to have been freshly buffed with a cloth.
* *-@-S | The floor is a deep purple hue with golden flecks of shiny
| | mineral scattered across its surface. Opaque curved lines
* | swirl through the flecks like current of water, giving the
| | whole surface an almost hypnotic appearance. There are doorways
o | to the east and west, while the foyer of the tower lays to
---------+ the south.

[Exits: north east south west]

<310hp 459m 21mv 5am (dawn) 1267tnl> They aren't here.
An illusion briefly appears before your eyes, then disappears.

<319hp 459m 56mv 6am (day) 1267tnl> Grand Hall
*-*-*-*-*| You stand within the Grand Hall of the High Tower of Sorcery.
| | | | || The floor is a deep purple hue with golden flecks of shiny
*-*-*-*-*| mineral scattered across its surface. Opaque curved lines
| | | | || swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | rests in the middle of the Hall to the north. The most awe-inspiring
* *-*-S | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
* | art and architecture all at once.
---------+

[Exits: north east south west]

<319hp 459m 55mv 6am (day) 1267tnl> They aren't here.

<319hp 459m 55mv 6am (day) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Grand Hall
<PK> Thaymar Before the Tower of Necromancy

<319hp 459m 55mv 6am (day) 1267tnl> north
The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
The Disciple of Water radiates vitality.

<319hp 459m 54mv 6am (day) 1267tnl> north
North Side of the Grand Hall
* * | You stand within the Grand Hall of the High Tower of
| | | Sorcery. The floor is a deep purple hue with golden flecks
F-* * | of shiny mineral scattered across its surface. Opaque
| | | curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | | | || A large fountain rests in the middle of the Hall to the
*-*-*-*-*| south. The most awe-inspiring part of the Hall is the
| | | | || ceiling - at least fifty feet above the floor and ornately
*-*-*-*-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<319hp 459m 53mv 6am (day) 1267tnl> east
North Side of the Grand Hall
* * | You stand within the Grand Hall of the High Tower of Sorcery.
| | | The floor is a deep purple hue with golden flecks of shiny
* * | mineral scattered across its surface. Opaque curved lines
| | | swirl through the flecks like current of water, giving
*-*-@-* | the whole surface an almost hypnotic appearance. A large
| | | | | fountain rests in the middle of the Hall to the southwest.
*-*-*-*-*| The most awe-inspiring part of the Hall is the ceiling
| | | | | - at least fifty feet above the floor and ornately carved
*-*-*-* | out of stone, it is magic, art and architecture all at
---------+ once.

[Exits: east south west]

<319hp 459m 52mv 6am (day) 1267tnl> east
Northeast Corner of the Grand Hall
* | You stand within the Grand Hall of the High Tower of Sorcery.
| | The floor is a deep purple hue with golden flecks of shiny
* | mineral scattered across its surface. Opaque curved lines
| | swirl through the flecks like current of water, giving the
*-*-@ | whole surface an almost hypnotic appearance. A large fountain
| | | | rests in the middle of the Hall to the southwest. The most
*-*-*-*-*| awe-inspiring part of the Hall is the ceiling - at least
| | | | fifty feet above the floor and ornately carved out of stone,
*-*-* | it is magic, art and architecture all at once.
---------+

[Exits: south west]
A young mage walks through the hall, taking a break from her studies.
A young mage glances at you.

<319hp 459m 51mv 6am (day) 1267tnl> south
East Side of the Grand Hall
* | You stand within the Grand Hall of the High Tower of Sorcery.
| | The floor is a deep purple hue with golden flecks of shiny
*-*-* | mineral scattered across its surface. Opaque curved lines swirl
| | | | through the flecks like current of water, giving the whole
*-*-@-*-*| surface an almost hypnotic appearance. A large fountain rests
| | | | in the middle of the Hall to the west. The most awe-inspiring
*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic, art
*-S | and architecture all at once.
---------+

[Exits: north east south west]

<319hp 459m 50mv 6am (day) 1267tnl> murder Thaymar
They aren't here.

<319hp 459m 50mv 6am (day) 1267tnl> east
Towards the Tower of Necromancy
| The magnificence of the Great Hall to the west continues here
| in the hallway towards the Tower of Necromancy, though with
*-* | slightly more subtlety. The deep purple floor has continued
| | | unhindered and gives a uniform flow to the Tower's essence.
*-*-@-* | The ceiling however has dropped from fifty feet to twenty and
| | | its highly detailed and ornate carvings have become slightly
*-* | more restrained.
|
|
---------+

[Exits: east west]

<319hp 459m 49mv 6am (day) 1267tnl> east
Before the Tower of Necromancy
| A grand staircase opens up before you, leading up into the Tower
| of Necromancy. Each step has been intricately carved with runes
* | representing the elements of Plague, Shadow, Balance, Blood, and
| | Acid. The walls are hewn from a solid stone whose color and texture
*-*-@ | suggest both nature and magic were involved in their construction.
| |
* |
|
|
---------+

[Exits: (east) west up]

<319hp 459m 48mv 6am (day) 1267tnl> murder Thaymar
They aren't here.

<319hp 459m 48mv 6am (day) 1267tnl> u
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the horrific
| smell. It assaults your nose and turns your stomache.
*-*| Somewhere nearby there must be a rotting corpse, or worse.
| || The walls are hewn from a solid stone whose color and
@-* *| texture suggest both nature and magic were involved in
| their construction. Tapestries depicting scenes of evil
| and mayhem hang upon them proudly. The eerie sound of
| bones scraping on stone tickles your subconscious.
|
---------+

[Exits: east down]

<319hp 459m 47mv 6am (day) 1267tnl> east
A Foul-Smelling Hallway
*-*| The first thing you notice about this hallway is the horrific
|| smell. It assaults your nose and turns your stomach. Somewhere
*-*-*| nearby there must be a rotting corpse, or worse. The walls
| | || are hewn from a solid stone whose color and texture suggest
*-@ * *| both nature and magic were involved in their construction.
|| Tapestries depicting scenes of evil and mayhem hang upon
*| them proudly. The eerie sound of bones scraping on stone
| tickles your subconscious.
|
---------+

[Exits: north west]

<319hp 459m 46mv 6am (day) 1267tnl> east
The walls are hewn from solid stone.

<319hp 459m 46mv 6am (day) 1267tnl> north
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the
| horrific smell. It assaults your nose and turns your
*-*| stomach. Somewhere nearby there must be a rotting corpse,
|| or worse. The walls are hewn from a solid stone whose
@-*-*| color and texture suggest both nature and magic were
| | || involved in their construction. Tapestries depicting
*-* * *| scenes of evil and mayhem hang upon them proudly. The
|| eerie sound of bones scraping on stone tickles your subconscious.
*|
---------+

[Exits: east south]

<319hp 459m 45mv 6am (day) 1267tnl> east
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the
| horrific smell. It assaults your nose and turns your
*-* | stomach. Somewhere nearby there must be a rotting corpse,
| | or worse. The walls are hewn from a solid stone whose
*-@-* | color and texture suggest both nature and magic were
| | | | involved in their construction. Tapestries depicting
*-* * * *| scenes of evil and mayhem hang upon them proudly. The
| || eerie sound of bones scraping on stone tickles your subconscious.
*-*|
---------+

[Exits: east south west]
A manic skeleton shambles past you with surprising speed.
The Disciple of Blood admires corpses torn asunder.
A manic skeleton coughs loudly.

<319hp 459m 44mv 6am (day) 1267tnl> scan all
You scan all around.
You scan east.
You scan south.
*** Range 1 (south) ***
A novice necromancer practices the dark arts.
You scan west.

<319hp 459m 44mv 6am (day) 1267tnl> east
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the horrific
| smell. It assaults your nose and turns your stomach. Somewhere
*-* | nearby there must be a rotting corpse, or worse. The walls
| | are hewn from a solid stone whose color and texture suggest
*-*-@ | both nature and magic were involved in their construction.
| | | | Tapestries depicting scenes of evil and mayhem hang upon
* * * * | them proudly. The eerie sound of bones scraping on stone
| | | tickles your subconscious.
*-* |
---------+

[Exits: north south west]

<319hp 459m 43mv 6am (day) 1267tnl> east
The walls are hewn from solid stone.

<319hp 459m 43mv 6am (day) 1267tnl> scan all
You scan all around.
You scan north.
You scan south.
*** Range 2 (south) ***
A manic skeleton shambles past you with surprising speed.
You scan west.
*** Range 1 (west) ***
The Disciple of Blood admires corpses torn asunder.
*** Range 2 (west) ***
A manic skeleton shambles past you with surprising speed.

<319hp 459m 43mv 6am (day) 1267tnl> south
A Foul-Smelling Hallway
*-* | The first thing you notice about this hallway is the horrific
| | smell. It assaults your nose and turns your stomach. Somewhere
*-*-* | nearby there must be a rotting corpse, or worse. The walls
| | | | are hewn from a solid stone whose color and texture suggest
* * @ * | both nature and magic were involved in their construction.
| | | Tapestries depicting scenes of evil and mayhem hang upon
*-* | them proudly. The eerie sound of bones scraping on stone
| tickles your subconscious.
|
---------+

[Exits: north south]

<319hp 459m 42mv 6am (day) 1267tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Foul-Smelling Hallway
<PK> Thaymar Outside the Tower of Necromancy

<319hp 459m 42mv 6am (day) 1267tnl> south
A Foul-Smelling Hallway
*-*-* | The first thing you notice about this hallway is the horrific
| | | | smell. It assaults your nose and turns your stomach. Somewhere
* * * * | nearby there must be a rotting corpse, or worse. The walls
| | | are hewn from a solid stone whose color and texture suggest
@-* | both nature and magic were involved in their construction.
| Tapestries depicting scenes of evil and mayhem hang upon
| them proudly. The eerie sound of bones scraping on stone
| tickles your subconscious.
|
---------+

[Exits: north east (west)]

<319hp 459m 41mv 6am (day) 1267tnl> north
A Foul-Smelling Hallway
*-* | The first thing you notice about this hallway is the horrific
| | smell. It assaults your nose and turns your stomach. Somewhere
*-*-* | nearby there must be a rotting corpse, or worse. The walls
| | | | are hewn from a solid stone whose color and texture suggest
* * @ * | both nature and magic were involved in their construction.
| | | Tapestries depicting scenes of evil and mayhem hang upon
*-* | them proudly. The eerie sound of bones scraping on stone
| tickles your subconscious.
|
---------+

[Exits: north south]

<319hp 459m 40mv 6am (day) 1267tnl> north
west
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the horrific
| smell. It assaults your nose and turns your stomach. Somewhere
*-* | nearby there must be a rotting corpse, or worse. The walls
| | are hewn from a solid stone whose color and texture suggest
*-*-@ | both nature and magic were involved in their construction.
| | | | Tapestries depicting scenes of evil and mayhem hang upon
* * * * | them proudly. The eerie sound of bones scraping on stone
| | | tickles your subconscious.
*-* |
---------+

[Exits: north south west]

<319hp 459m 39mv 6am (day) 1267tnl> west
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the
| horrific smell. It assaults your nose and turns your
*-* | stomach. Somewhere nearby there must be a rotting corpse,
| | or worse. The walls are hewn from a solid stone whose
*-@-* | color and texture suggest both nature and magic were
| | | | involved in their construction. Tapestries depicting
*-* * * *| scenes of evil and mayhem hang upon them proudly. The
| || eerie sound of bones scraping on stone tickles your subconscious.
*-*|
---------+

[Exits: east south west]
The Disciple of Blood admires corpses torn asunder.

<319hp 459m 38mv 6am (day) 1267tnl> west
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the
| horrific smell. It assaults your nose and turns your
*-*| stomach. Somewhere nearby there must be a rotting corpse,
|| or worse. The walls are hewn from a solid stone whose
@-*-*| color and texture suggest both nature and magic were
| | || involved in their construction. Tapestries depicting
*-* * *| scenes of evil and mayhem hang upon them proudly. The
|| eerie sound of bones scraping on stone tickles your subconscious.
*|
---------+

[Exits: east south]

<319hp 459m 37mv 6am (day) 1267tnl> south
west
The walls are hewn from solid stone.

<319hp 459m 37mv 6am (day) 1267tnl> A Foul-Smelling Hallway
*-*| The first thing you notice about this hallway is the horrific
|| smell. It assaults your nose and turns your stomach. Somewhere
*-*-*| nearby there must be a rotting corpse, or worse. The walls
| | || are hewn from a solid stone whose color and texture suggest
*-@ * *| both nature and magic were involved in their construction.
|| Tapestries depicting scenes of evil and mayhem hang upon
*| them proudly. The eerie sound of bones scraping on stone
| tickles your subconscious.
|
---------+

[Exits: north west]

<319hp 459m 36mv 6am (day) 1267tnl> d
A Foul-Smelling Hallway
| The first thing you notice about this hallway is the horrific
| smell. It assaults your nose and turns your stomache.
*-*| Somewhere nearby there must be a rotting corpse, or worse.
| || The walls are hewn from a solid stone whose color and
@-* *| texture suggest both nature and magic were involved in
| their construction. Tapestries depicting scenes of evil
| and mayhem hang upon them proudly. The eerie sound of
| bones scraping on stone tickles your subconscious.
|
---------+

[Exits: east down]

<319hp 459m 35mv 6am (day) 1267tnl> Before the Tower of Necromancy
| A grand staircase opens up before you, leading up into the Tower
| of Necromancy. Each step has been intricately carved with runes
* | representing the elements of Plague, Shadow, Balance, Blood, and
| | Acid. The walls are hewn from a solid stone whose color and texture
*-*-@ | suggest both nature and magic were involved in their construction.
| |
* |
|
|
---------+

[Exits: (east) west up]

<319hp 459m 34mv 6am (day) 1267tnl> east
The door is closed.

<319hp 459m 34mv 6am (day) 1267tnl> op e
You open the door east of you.

<319hp 459m 34mv 6am (day) 1267tnl> east
murder Thaymar

Thaymar walks in.

<319hp 459m 34mv 6am (day) 1267tnl> Outside the Tower of Necromancy
f-f | This path meanders lazily through the gardens that surround
| | the Towers. Whoever built it had an eye for nature as well
f-f-f | as for contentment, as it is clear that the purpose of the
| | | path is not just for walking, but for stopping to enjoy the
*-*-@ f-S| tranquility that nature affords. You can hear crickets chirping,
| | birds singing, and the silent sound of a calm breeze blowing
f | over green grass. A door to the west leads into the Tower.
| |
f-f |
---------+

[Exits: north south west]

<319hp 459m 32mv 6am (day) 1267tnl> They aren't here.

<319hp 459m 32mv 6am (day) 1267tnl> west
Before the Tower of Necromancy
f-f | A grand staircase opens up before you, leading up into
| | the Tower of Necromancy. Each step has been intricately
* f-f-f| carved with runes representing the elements of Plague,
| | || Shadow, Balance, Blood, and Acid. The walls are hewn from
*-*-@-f f| a solid stone whose color and texture suggest both nature
| | | and magic were involved in their construction.
* f |
| |
f-f |
---------+

[Exits: east west up]

<319hp 459m 30mv 6am (day) 1267tnl> murder Thaymar
They aren't here.

<319hp 459m 30mv 6am (day) 1267tnl> murder Thaymar
They aren't here.

<319hp 459m 30mv 6am (day) 1267tnl> west
murder Thaymar
Towards the Tower of Necromancy
f-f | The magnificence of the Great Hall to the west continues
| | here in the hallway towards the Tower of Necromancy,
*-* f-f| though with slightly more subtlety. The deep purple floor
| | || has continued unhindered and gives a uniform flow to
*-*-@-*-f| the Tower's essence. The ceiling however has dropped
| | || from fifty feet to twenty and its highly detailed and
*-* f| ornate carvings have become slightly more restrained.
||
f-f|
---------+

[Exits: east west]

<319hp 459m 29mv 6am (day) 1267tnl> They aren't here.

<319hp 459m 29mv 6am (day) 1267tnl> quaf pur
You quaff a purple potion.
You aren't blind.
You are surrounded by a white aura.

<319hp 459m 29mv 6am (day) 1267tnl> scan all
You scan all around.
You scan east.
You scan west.
*** Range 2 (west) ***
An elder mage admires the hall's architecture.
*** Range 3 (west) ***
The Disciple of Water radiates vitality.

<319hp 459m 29mv 6am (day) 1267tnl> west
East Side of the Grand Hall
* | You stand within the Grand Hall of the High Tower of Sorcery.
| | The floor is a deep purple hue with golden flecks of shiny
*-*-* | mineral scattered across its surface. Opaque curved lines swirl
| | | | through the flecks like current of water, giving the whole
*-*-@-*-*| surface an almost hypnotic appearance. A large fountain rests
| | | | in the middle of the Hall to the west. The most awe-inspiring
*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic, art
*-S | and architecture all at once.
---------+

[Exits: north east south west]

<319hp 459m 28mv 6am (day) 1267tnl> c aby
The demonic haze surrounding you grows darker.

<319hp 449m 28mv 6am (day) 1267tnl> c aby
The demonic haze surrounding you grows darker.

<319hp 439m 28mv 6am (day) 1267tnl> c aby
drink tin

You have become better at meditation!

<329hp 450m 63mv 7am (day) 1266tnl> The demonic haze surrounding you grows darker.
You have become better at casting abyssal bulwark!

<329hp 440m 63mv 7am (day) 1265tnl> You drink water from a tin canteen.

<329hp 440m 63mv 7am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl East Side of the Grand Hall
<PK> Thaymar Outside the Tower of Invokation

<329hp 440m 63mv 7am (day) 1265tnl> west
Within the Grand Hall
* * | You stand within the Grand Hall of the High Tower of Sorcery.
| | | The floor is a deep purple hue with golden flecks of shiny
*-*-*-* | mineral scattered across its surface. Opaque curved lines
| | | | | swirl through the flecks like current of water, giving the
*-*-@-*-*| whole surface an almost hypnotic appearance. A large fountain
| | | | | rests in the middle of the Hall to the west. The most awe-inspiring
*-*-*-* | part of the Hall is the ceiling - at least fifty feet above
| | the floor and ornately carved out of stone, it is magic,
*-*-S | art and architecture all at once.
---------+

[Exits: north east south west]
An elder mage admires the hall's architecture.

<329hp 440m 62mv 7am (day) 1265tnl> west
The Fountain of the Arcane
F-* * | You are standing before the Fountain of the Arcane in the
| | | center of the Grand Hall. The fountain has been carved
*-*-*-*-*| out of a light blue-colored marble the likes of which you
| | | | || have never seen before. Along the edges and rim of the
*-*-@-*-*| stone are gilded carvings of arcane symbols representing
| | | | || the three schools of magic - invokation, illusionary, and
*-*-*-*-*| necromantic. The fountain is a hub of social activity in
| | | the hall. People are gathered in groups discussing various
* *-*-S | topics of magic and scholarship, while others sit by themselves
---------+ on the edge of the fountain in quiet introspection.

[Exits: north east south west]
A marble fountain is here filled with a glowing liquid.
A swirling orb of magic floats here mysteriously.
The Disciple of Water radiates vitality.

<329hp 440m 61mv 7am (day) 1265tnl> west
Within the Grand Hall
F-* * | You stand within the Grand Hall of the High Tower of
| | | Sorcery. The floor is a deep purple hue with golden flecks
*-*-*-*| of shiny mineral scattered across its surface. Opaque
| | | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | | || A large fountain rests in the middle of the Hall to the
*-*-*-*| east. The most awe-inspiring part of the Hall is the
| | | ceiling - at least fifty feet above the floor and ornately
* *-*-S| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]
A young mage walks through the hall, taking a break from her studies.
A young mage glances at you.

<329hp 440m 60mv 7am (day) 1265tnl> west
West Side of the Grand Hall
F-* *| You stand within the Grand Hall of the High Tower of
| || Sorcery. The floor is a deep purple hue with golden flecks
*-*-*| of shiny mineral scattered across its surface. Opaque
| | || curved lines swirl through the flecks like current of
*-*-@-*-*| water, giving the whole surface an almost hypnotic appearance.
| | || A large fountain rests in the middle of the Hall to the
*-*-*| east. The most awe-inspiring part of the Hall is the
| || ceiling - at least fifty feet above the floor and ornately
* *-*| carved out of stone, it is magic, art and architecture
---------+ all at once.

[Exits: north east south west]

<329hp 440m 59mv 7am (day) 1265tnl> west
Towards the Tower of Invokation
F-*| The magnificence of the Great Hall to the east continues
|| here in the hallway towards the Tower of Invokation, though
*-*| with slightly more subtlety. The deep purple floor has
| || continued unhindered and gives a uniform flow to the Tower's
*-@-*-*| essence. The ceiling however has dropped from fifty feet
| || to twenty and its highly detailed and ornate carvings have
*-*| become slightly more restrained.
| |
* |
---------+

[Exits: east west]

<329hp 440m 58mv 7am (day) 1265tnl> west
Before the Tower of Invokation
| A grand staircase opens up before you, leading up into
| the Tower of Invokation. Each step has been intricately
*| carved with runes representing the elements of Ice, Arcane,
|| Fire, Storm, and Lightning. The walls are hewn from a
@-*-*| solid stone whose color and texture suggest both nature
|| and magic were involved in their construction.
*|
||
*|
---------+

[Exits: east (west) up]

<329hp 440m 57mv 7am (day) 1265tnl> op w
You open the door west of you.

<329hp 440m 57mv 7am (day) 1265tnl> murder Thaymar
murder Thaymar
murder Thaymar
murder Thaymar

Thaymar walks in.

<329hp 440m 57mv 7am (day) 1265tnl> Thaymar yells 'Help! I am being attacked by Drexl!'
Thaymar parries your crush.
Thaymar looks pretty hurt.

<329hp 440m 57mv 7am (day) 1265tnl>
Thaymar has fled!
Thaymar walks up.

<329hp 440m 57mv 7am (day) 1265tnl> ca li
u
c blind Thaymar
murder Thaymar
They aren't here.

<329hp 440m 57mv 7am (day) 1265tnl> They aren't here.

<329hp 440m 57mv 7am (day) 1265tnl> They aren't here.

<329hp 440m 57mv 7am (day) 1265tnl> Cast the lightning bolt spell on whom?

<329hp 440m 57mv 7am (day) 1265tnl> Stairwell at the Base of the Tower of Invokation
| You stand at the top of a grand staircase leading up into
| the Tower of Invokation. Each step has been intricately carved
* * | with runes representing the elements of Ice, Arcane, Fire,
| | | Storm, and Lightning. The walls are hewn from a solid stone
*-*-@ | whose color and texture suggest both nature and magic were
| involved in their construction. A hallway continues to the
| west, and the staircase leads downwards to the east.
|
|
---------+

[Exits: west down]

<329hp 440m 56mv 7am (day) 1265tnl> They aren't here.

<329hp 440m 56mv 7am (day) 1265tnl> They aren't here.

<329hp 440m 56mv 7am (day) 1265tnl> west
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The floor
| is a deep purple hue with golden flecks of shiny mineral scattered
*-* * | across its surface. Opaque curved lines swirl through the flecks
| | | | like current of water, giving the whole surface an almost hypnotic
* *-@-* | appearance. The walls are hewn from a solid stone whose color
| | and texture suggest both nature and magic were involved in their
*-* | construction. There is a wooden door in the north wall.
|
|
---------+

[Exits: north east west]

<329hp 440m 55mv 7am (day) 1265tnl> north
Student's Quarters
| You have entered a long rectangular room furnished with at least
| two dozen wooden cots. The cots line the east and west walls
| uniformly and are spaced evenly to accommodate each student equally.
| At the foot of each cot is a wooden chest where the occupants
*-* @ | keep their personal possessions. The walls are hewn from a solid
| | | | stone whose color and texture suggest both nature and magic were
* *-*-* | involved in their construction.
| |
* |
---------+

[Exits: south]
A simple cot rests against the north wall.
A wooden chest rests at the foot of a simple cot.
(Translucent) A student of invokation is sleeping here.
(Translucent) A student of invokation is sleeping here.
(Translucent) A student of invokation is sleeping here.
(Translucent) A student of invokation is sleeping here.

<329hp 440m 54mv 7am (day) 1265tnl> murder Thaymar
They aren't here.

<329hp 440m 54mv 7am (day) 1265tnl> south
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The floor
| is a deep purple hue with golden flecks of shiny mineral scattered
*-* * | across its surface. Opaque curved lines swirl through the flecks
| | | | like current of water, giving the whole surface an almost hypnotic
* *-@-* | appearance. The walls are hewn from a solid stone whose color
| | and texture suggest both nature and magic were involved in their
*-* | construction. There is a wooden door in the north wall.
|
|
---------+

[Exits: north east west]

<329hp 440m 53mv 7am (day) 1265tnl> west
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The floor
| is a deep purple hue with golden flecks of shiny mineral scattered
S-*-* * | across its surface. Opaque curved lines swirl through the
| | | | | flecks like current of water, giving the whole surface an
* * @-*-*| almost hypnotic appearance. The walls are hewn from a solid
| | stone whose color and texture suggest both nature and magic
*-* | were involved in their construction.
|
|
---------+

[Exits: north east]

<329hp 440m 52mv 7am (day) 1265tnl> north
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The
| floor is a deep purple hue with golden flecks of shiny mineral
| scattered across its surface. Opaque curved lines swirl through
| the flecks like current of water, giving the whole surface
S-*-@ * | an almost hypnotic appearance. The walls are hewn from a
| | | | | solid stone whose color and texture suggest both nature and
* * *-*-*| magic were involved in their construction. There is a wooden
| | door in the north wall.
*-* |
---------+

[Exits: (north) south west]

<329hp 440m 51mv 7am (day) 1265tnl> west
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The
| floor is a deep purple hue with golden flecks of shiny
| mineral scattered across its surface. Opaque curved lines
| swirl through the flecks like current of water, giving
S-@-* *| the whole surface an almost hypnotic appearance. The walls
| | | || are hewn from a solid stone whose color and texture suggest
* * *-*| both nature and magic were involved in their construction.
| | The hallway continues to the south and east, while to the
*-* | west comes the glow of magic and the sounds of alchemy.
---------+

[Exits: east south west]

<329hp 440m 50mv 7am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Hallway on the Second Floor of the Tower of Invokation
<PK> Thaymar Archives of Invokation - A through F

<329hp 440m 50mv 7am (day) 1265tnl> south
Hallway on the Second Floor of the Tower of Invokation
| You are in a hallway within the Tower of Invokation. The
| floor is a deep purple hue with golden flecks of shiny mineral
S-*-* *| scattered across its surface. Opaque curved lines swirl
| | | || through the flecks like current of water, giving the whole
* @ *-*| surface an almost hypnotic appearance. The walls are hewn
| | from a solid stone whose color and texture suggest both
*-* | nature and magic were involved in their construction.
|
|
---------+

[Exits: north south]

<329hp 440m 49mv 7am (day) 1265tnl> south
Hallway on the Second Floor of the Tower of Invokation
S-*-* *| You are in a hallway within the Tower of Invokation. The
| | | || floor is a deep purple hue with golden flecks of shiny mineral
* * *-*| scattered across its surface. Opaque curved lines swirl
| | through the flecks like current of water, giving the whole
@-* | surface an almost hypnotic appearance. The walls are hewn
| from a solid stone whose color and texture suggest both
| nature and magic were involved in their construction.
|
|
---------+

[Exits: north east (west)]

<329hp 440m 48mv 7am (day) 1265tnl> east
A Stairwell on the Second Floor of the Tower of Invokation
S-*-* | You are in a hallway within the Tower of Invokation. The floor
| | | | is a deep purple hue with golden flecks of shiny mineral scattered
* * *-* | across its surface. Opaque curved lines swirl through the
| | flecks like current of water, giving the whole surface an
*-@ | almost hypnotic appearance. The walls are hewn from a solid
| stone whose color and texture suggest both nature and magic
| were involved in their construction. A broad stairwell leads
| upwards from the east side of the room.
|
---------+

[Exits: west up]

<329hp 440m 47mv 7am (day) 1265tnl> u
A Stairwell on the Third Floor of the Tower of Invokation
*-* | You are standing on a landing off a broad circular staircase
| | that leads up and down deeper into the Tower of Invokation.
*-* | The walls are hewn from a solid stone whose color and texture
| | suggest both nature and magic were involved in their construction.
@ | You can follow the stairs either up or down, or move north
| into a long, expansive corridor.
|
|
|
---------+

[Exits: north up down]

<329hp 440m 46mv 7am (day) 1265tnl> north
Archives of Invokation
*-* | You are standing within the grand Archives of Invokation.
| | Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
*-@ | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goosebumps to your skin. The walls are lined
* | with maps and other visualizations lending to the wisdom and
| secrets of the arcane orders.
|
---------+

[Exits: north south west]
The Disciple of the Arcane stands here studying magic.
(Translucent) The Librarian of Invokation watches over the archives with care.
The Librarian of Invokation says 'You have entered the Archives of Invokation.'

<329hp 440m 45mv 7am (day) 1265tnl> murder Thaymar
They aren't here.

<329hp 440m 45mv 7am (day) 1265tnl> scan all

The Librarian of Invokation says 'I'd ask that you keep your voice down to a hush, so as to not disturb those here seeking knowledge. '

<329hp 440m 45mv 7am (day) 1265tnl> You scan all around.
You scan north.
You scan south.
You scan west.

<329hp 440m 45mv 7am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Archives of Invokation
<PK> Thaymar Archives of Invokation - G through M

<329hp 440m 45mv 7am (day) 1265tnl>
The white aura around your body fades.

<339hp 449m 80mv 8am (day) 1265tnl>
Thaymar walks in.
The Librarian of Invokation says 'If you're looking for literature about The Three, you won't find it here. The Mistress has prohibited all writing about them while they're locked up in the Stockade.'

<339hp 449m 80mv 8am (day) 1265tnl> north
Archives of Invokation
*-* | You are standing within the grand Archives of Invokation.
| | Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
@-* | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goose bumps to your skin. The walls are
*-* | lined with maps and other visualizations lending to the wisdom
| | and secrets of the arcane orders.
* |
---------+

[Exits: north east south]

<339hp 449m 79mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 79mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 79mv 8am (day) 1265tnl> south
murder Thaymar
Archives of Invokation
*-* | You are standing within the grand Archives of Invokation.
| | Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
*-@ | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goosebumps to your skin. The walls are lined
* | with maps and other visualizations lending to the wisdom and
| secrets of the arcane orders.
|
---------+

[Exits: north south west]
The Disciple of the Arcane stands here studying magic.
(Translucent) The Librarian of Invokation watches over the archives with care.

<339hp 449m 78mv 8am (day) 1265tnl>
The Librarian takes an ancient tome off one of the shelves, blows dust off of its surface, then replaces it.

<339hp 449m 78mv 8am (day) 1265tnl> They aren't here.

<339hp 449m 78mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 78mv 8am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Archives of Invokation
<PK> Thaymar Fire's Blaze

<339hp 449m 78mv 8am (day) 1265tnl> south
A Stairwell on the Third Floor of the Tower of Invokation
*-* | You are standing on a landing off a broad circular staircase
| | that leads up and down deeper into the Tower of Invokation.
*-* | The walls are hewn from a solid stone whose color and texture
| | suggest both nature and magic were involved in their construction.
@ | You can follow the stairs either up or down, or move north
| into a long, expansive corridor.
|
|
|
---------+

[Exits: north up down]

<339hp 449m 77mv 8am (day) 1265tnl> u
Stairwell on the Fourth Floor of the Tower of Invokation
*-*-* | The top of a grand staircase rests in the south wall of this
| | | | room. To the north opens up an expansive series of rooms dedicated
* * * | to some sort of magical activities. The walls here are hewn
| | from solid stone whose color and texture suggest both nature
@ | and magic were involved in their construction. The floor is
| a deep purple hue with golden flecks of shiny mineral scattered
| across its surface. Opaque curved lines swirl through the
| flecks like current of water, giving the whole surface an
| almost hypnotic appearance.
---------+

[Exits: north down]

<339hp 449m 76mv 8am (day) 1265tnl> north
north
Invoker Training Range
* * | Here the tower has opened up into a large four-cornered range
| | | with targets situated at each corner's pinnacle. Around and
*-*-* | behind the targets the tower's stone wall are marred with
| | | | burns, fragmentation, and tension scars. The walls directly
* @ * | behind each target have been particularly affected as if pummeled
| | with direct hits of some kind of projectiles.
* |
|
|
---------+

[Exits: north south]

<339hp 449m 75mv 8am (day) 1265tnl> Invoker Training Range
| Here the tower has opened up into a large four-cornered range
| with targets situated at each corner's pinnacle. Around and
* * | behind the targets the tower's stone wall are marred with
| | | burns, fragmentation, and tension scars. The walls directly
*-@-* | behind each target have been particularly affected as if
| | | | pummeled with direct hits of some kind of projectiles. A
* * * | set of stairs leads upwards in the north wall.
| |
* |
---------+

[Exits: east south west up]
The Disciple of Ice is here looking frosty.
The Disciple of Storms calls forth a raging cyclone.
(Translucent) (White Aura) Malthas, the adept of Invokation, oversees the students practicing spells.
Malthas, the adept of Invokation says 'Well then! Are you here to practice your spells?'

<339hp 449m 74mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 74mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 74mv 8am (day) 1265tnl> west
Invoker Training Range
| Here the tower has opened up into a large four-cornered
| range with targets situated at each corner's pinnacle.
* *| Around and behind the targets the tower's stone wall are
| || marred with burns, fragmentation, and tension scars. The
@-*-*| walls directly behind each target have been particularly
| | || affected as if pummeled with direct hits of some kind of
* * *| projectiles.
| |
* |
---------+

[Exits: north east south]
The Disciple of Fire is here with hands engulfed in flames.

<339hp 449m 73mv 8am (day) 1265tnl> murder Thaymar
murder Thaymar
They aren't here.

<339hp 449m 73mv 8am (day) 1265tnl> They aren't here.

<339hp 449m 73mv 8am (day) 1265tnl> murder Thaymar
They aren't here.

<339hp 449m 73mv 8am (day) 1265tnl> north
Fire's Blaze
| You stand in front of the target in the north-west corner
| of the Training Range. The target has been constructed
| out of thick bales of hay fastened together with twine.
| The front of the target is covered with an oilskin tarp
@ *| hanging from hooks on the top of the bales, and painted
| || with three concentric circles within each other and each
*-*-*| smaller than the last. The center circle has been painted
| | || a solid blue hue.
* * *|
---------+

[Exits: south]
A wooden cabinet contains items of magic.
(White Aura) Thaymar the Gladiator is here.
A student is here practicing his spells.

<339hp 449m 72mv 8am (day) 1265tnl> murder Thaymar
murder Thaymar
Thaymar yells 'Help! I am being attacked by Drexl!'
Thaymar dodges your crush.
Thaymar awkwardly parries your crush with a loud clang.
Thaymar looks pretty hurt.

<339hp 449m 72mv 8am (day) 1265tnl>
Thaymar gets a wild look in his eyes.
Thaymar's called lightning devastates you!
Thaymar has some big nasty wounds and scratches.

<339hp 449m 72mv 8am (day) 1265tnl> c blind Thaymar

Thaymar's wild slash wounds you.
You parry Thaymar's pierce with an easy flourish.
Thaymar parries your crush with a hasty swing from his off-hand weapon.
Thaymar has some big nasty wounds and scratches.

<337hp 449m 72mv 8am (day) 1265tnl> You do the best you can!
Thaymar has some big nasty wounds and scratches.

<337hp 449m 72mv 8am (day) 1265tnl> Thaymar appears to be blinded.
Thaymar has some big nasty wounds and scratches.

<337hp 434m 72mv 8am (day) 1265tnl>
Thaymar has fled!
Thaymar walks south.

<337hp 434m 72mv 8am (day) 1265tnl> ca li
south
murder Thaymar
Cast the lightning bolt spell on whom?

<337hp 434m 72mv 8am (day) 1265tnl> Invoker Training Range
| Here the tower has opened up into a large four-cornered
| range with targets situated at each corner's pinnacle.
* *| Around and behind the targets the tower's stone wall are
| || marred with burns, fragmentation, and tension scars. The
@-*-*| walls directly behind each target have been particularly
| | || affected as if pummeled with direct hits of some kind of
* * *| projectiles.
| |
* |
---------+

[Exits: north east south]
The Disciple of Fire is here with hands engulfed in flames.

<337hp 434m 71mv 8am (day) 1265tnl> They aren't here.

<337hp 434m 71mv 8am (day) 1265tnl> east
Invoker Training Range
| Here the tower has opened up into a large four-cornered range
| with targets situated at each corner's pinnacle. Around and
* * | behind the targets the tower's stone wall are marred with
| | | burns, fragmentation, and tension scars. The walls directly
*-@-* | behind each target have been particularly affected as if
| | | | pummeled with direct hits of some kind of projectiles. A
* * * | set of stairs leads upwards in the north wall.
| |
* |
---------+

[Exits: east south west up]
The Disciple of Ice is here looking frosty.
The Disciple of Storms calls forth a raging cyclone.
(Translucent) (White Aura) Malthas, the adept of Invokation, oversees the students practicing spells.

<337hp 434m 70mv 8am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Invoker Training Range
<PK> Thaymar Stairwell on the Fourth Floor of the Tower of Invokation

<337hp 434m 70mv 8am (day) 1265tnl> d
The floor is a deep purple hue and feels quite solid.

<337hp 434m 70mv 8am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl Invoker Training Range
<PK> Thaymar Archives of Invokation

<337hp 434m 70mv 8am (day) 1265tnl> d
The floor is a deep purple hue and feels quite solid.

<337hp 434m 70mv 8am (day) 1265tnl> south
Invoker Training Range
* * | Here the tower has opened up into a large four-cornered range
| | | with targets situated at each corner's pinnacle. Around and
*-*-* | behind the targets the tower's stone wall are marred with
| | | | burns, fragmentation, and tension scars. The walls directly
* @ * | behind each target have been particularly affected as if pummeled
| | with direct hits of some kind of projectiles.
* |
|
|
---------+

[Exits: north south]

<337hp 434m 69mv 8am (day) 1265tnl> south
d
Stairwell on the Fourth Floor of the Tower of Invokation
*-*-* | The top of a grand staircase rests in the south wall of this
| | | | room. To the north opens up an expansive series of rooms dedicated
* * * | to some sort of magical activities. The walls here are hewn
| | from solid stone whose color and texture suggest both nature
@ | and magic were involved in their construction. The floor is
| a deep purple hue with golden flecks of shiny mineral scattered
| across its surface. Opaque curved lines swirl through the
| flecks like current of water, giving the whole surface an
| almost hypnotic appearance.
---------+

[Exits: north down]

<337hp 434m 68mv 8am (day) 1265tnl> A Stairwell on the Third Floor of the Tower of Invokation
*-* | You are standing on a landing off a broad circular staircase
| | that leads up and down deeper into the Tower of Invokation.
*-* | The walls are hewn from a solid stone whose color and texture
| | suggest both nature and magic were involved in their construction.
@ | You can follow the stairs either up or down, or move north
| into a long, expansive corridor.
|
|
|
---------+

[Exits: north up down]

<337hp 434m 67mv 8am (day) 1265tnl> where
Players near you in The Towers of High Sorcery:
<PK> Drexl A Stairwell on the Third Floor of the Tower of Invokation
<PK> Thaymar Archives of Invokation - U through Z

<337hp 434m 67mv 8am (day) 1265tnl> north
Archives of Invokation
*-* | You are standing within the grand Archives of Invokation.
| | Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
*-@ | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goosebumps to your skin. The walls are lined
* | with maps and other visualizations lending to the wisdom and
| secrets of the arcane orders.
|
---------+

[Exits: north south west]
The Disciple of the Arcane stands here studying magic.
(Translucent) The Librarian of Invokation watches over the archives with care.

<337hp 434m 66mv 8am (day) 1265tnl> north
north
Archives of Invokation
*-* | You are standing within the grand Archives of Invokation.
| | Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
@-* | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goose bumps to your skin. The walls are
*-* | lined with maps and other visualizations lending to the wisdom
| | and secrets of the arcane orders.
* |
---------+

[Exits: north east south]

<337hp 434m 65mv 8am (day) 1265tnl> Archives of Invokation
| You are standing within the grand Archives of Invokation.
| Oaken tables are lined down the middle of the long gallery,
*-* | off of which rows and rows of book cases and shelves extend.
| | Scrolls, tomes, books, and parchments holding a millennia
*-@ | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goose bumps to your skin. The walls are
*-* | lined with maps and other visualizations lending to the wisdom
| | and secrets of the arcane orders.
*-* |
---------+

[Exits: north south west]

<337hp 434m 64mv 8am (day) 1265tnl> north
east
Archives of Invokation
| You are standing within the grand Archives of Invokation.
| Oaken tables are lined down the middle of the long gallery,
| off of which rows and rows of book cases and shelves extend.
| Scrolls, tomes, books, and parchments holding a millennia
@-* | of knowledge are contained within these archives, an awe-inspiring
| | fact which brings goose bumps to your skin. The walls are
*-* | lined with maps and other visualizations lending to the
| | wisdom and secrets of the arcane orders.
*-* |
---------+

[Exits: east south]

<345hp 440m 98mv 9am (day) 1265tnl> Archives of Invokation - U through Z
| You are standing within the grand Archives of Invokation.
| This section of the archives is organized alphabetically
| to the letters U through Z. If you need to learn about the
| Underwater Breathing spell, or if you seek the history of
*-@ | Zaikkra, you are in the right place. The floor is a deep
| | purple hue with golden flecks of shiny mineral scattered
*-* | across its surface. Opaque curved lines swirl through the
| | flecks like current of water, giving the whole surface an
*-* | almost hypnotic appearance.
---------+

[Exits: west]
A tall bookcase is firmly attached to the wall.
(White Aura) Thaymar the Gladiator is here.

<345hp 440m 97mv 9am (day) 1265tnl> murder Thaymar
Thaymar yells 'Help! I am being attacked by someone!'
Your crush injures Thaymar.
Thaymar parries your crush.
Thaymar has some big nasty wounds and scratches.

<345hp 440m 97mv 9am (day) 1265tnl>
Thaymar sends you sprawling with a powerful bash!
Thaymar's bash decimates you!
Thaymar has some big nasty wounds and scratches.

<319hp 440m 97mv 9am (day) 1265tnl> ca li

Thaymar's slash devastates you!
Thaymar dual parries your crush.
Thaymar has some big nasty wounds and scratches.

<289hp 440m 97mv 9am (day) 1265tnl>
Thaymar's slash MUTILATES you!
Thaymar's slash maims you!
Your crush wounds Thaymar.
Thaymar looks pretty hurt.

<212hp 440m 97mv 9am (day) 1265tnl> ca li
Your lightning bolt hits Thaymar.
Thaymar sends you sprawling with a powerful bash!
Thaymar's bash decimates you!
Thaymar looks pretty hurt.

<186hp 431m 97mv 9am (day) 1265tnl>
Thaymar's slash maims you!
You parry Thaymar's pierce with an easy flourish.
Thaymar's slash misses you.
Thaymar dodges your crush.
Your crush wounds Thaymar.
Thaymar looks pretty hurt.

<150hp 431m 97mv 9am (day) 1265tnl> Your lightning bolt hits Thaymar.
Thaymar looks pretty hurt.

<150hp 422m 97mv 9am (day) 1265tnl>
You thrust Thaymar's slash aside in a skillful parry.
You brace against your armor to perform a two-handed set parry.
You parry Thaymar's slash.
Your crush mauls Thaymar.
Your crush wounds Thaymar.
Thaymar is in awful condition.

<150hp 422m 97mv 9am (day) 1265tnl> ca li

You evade Thaymar's bash, causing him to fall flat on his face.
Thaymar's bash misses you.
Thaymar is in awful condition.

<150hp 422m 97mv 9am (day) 1265tnl> Your lightning bolt injures Thaymar.
Thaymar is in awful condition.

<150hp 413m 97mv 9am (day) 1265tnl>
You thrust Thaymar's slash aside in a skillful parry.
You parry Thaymar's pierce with an easy flourish.
Your crush mauls Thaymar.
Your crush mauls Thaymar.
Thaymar is in awful condition.

<150hp 413m 97mv 9am (day) 1265tnl>
You feel less wobbly on your feet.
Thaymar is in awful condition.

<150hp 413m 97mv 9am (day) 1265tnl>
You thrust Thaymar's slash aside in a skillful parry.
You parry Thaymar's slash.
Thaymar dodges your crush.
Your crush wounds Thaymar.
Thaymar is DEAD!!
Thaymar spills his guts all over the floor.

<150hp 413m 97mv 9am (day) 1265tnl> get gold cor
You get 7517 gold coins from the corpse of Thaymar.

Comments

  1. No more golden road is taking a bit of getting used to, I will admit.
    1. Why are you marked as a newbie but aren't a newbie??
    2. Also not a dunk
    3. Sounds like Junney = Thaymar.
    4. Everyone can see you're a newbie when you are logged in dumb ass. And you had 150 hp left at the and of the fight. when you had him pretty hurt in gnome village at full health so he managed to bring you down let's say 200+ health from pretty hurt. That's not a dunk you caught whoever it is with their pants down by the looks of the extra trip and disarm that was attempted on you. I'm Joe madden and that's your play by play break down.
    5. Recall potions are essential above level 15.
    6. Yea I ran to get one the store closed just as I walked in. Seems in bad taste people are cheering someone who uses a game mechanism meant to help newbies when they aren't a newbie. There is a reason you can be a MENTOR it's to aid and help people who are NEW not lull people into a sense of security because the only person in your pk is new. You chased me through 4 or 5 different areas and then effectively found me hidden in magic tower from the log you ran directly to the room I was in. How many other rooms are named the same in the tower yet you knew the exact 1 I was in. Nobody else sees something odd about any of this?
    7. First, opens a fight with blindness and ends up tanking. Lightning bolts a storm giant. Gets tripped and runs out of mv because not flying. Its just straight up bungling everywhere and suck. You died to a guy of this calibre because you were caught pants down on hobgoblins with no recall potion and your strategy for running away was basically "west". This said, I don't suppose it does make a lot of sense for somebody to keep a <NEW> flag once they have started pk'ing.
    8. Okay so it's okay to write a review that says elite players use newbie flag to appear new and pk under the guise of being a new players I'm sure that would make you ecstatic Dav
    9. Scratch that idk if he was elite but he isn't new
    10. I don't know how to police this. And I agree it looks like if Thaymar even just stood his ground and actively tried to win he maybe could have lol, so Drexl is no pro, at least not as represented here.
      BUT. I do kind of agree with him that hiding behind a Newbie flag is pretty bullshit and sets a bad precedent.
    11. I was pretty hurt by the time I even had a fighting chance I should have ran elsewhere
    12. I’m not a newbie and don’t remember choosing that at creation. Yes please remove it.
    13. Thaymar, it doesn't matter if he had a new flag or not because he's snuck up on you totally invis. Just accept you got beat and move on. You are being really petty.
    14. That's all I wanted was for his newbie flag to be removed I go out of my way to help newbies so it bothers me to get pked by someone using it as a crutch. I also dont pk newbies so I would have never gone after drexl to begin with. At least he admitted he didn't know I lost good job drexl moving on
    [reply to Drexl]
  2. His yellow road has to be working somehow. Or something. Look when he enters the tower you see him use where I'm sure he deleted the part where he uses my name and runs directly to me. No searching needed.
    1. Yes I hacked the game and made golden road work for only me. You’re onto something!
    [reply to Thaymar]

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