rpherbig / dr-scripts

A series of Lich 5 (https://github.com/elanthia-online/lich-5) scripts for use with DragonRealms (http://www.play.net/dr/). Donations are welcome (http://www.paypal.me/rcuhljr)!
GNU General Public License v2.0
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Shovel not tied back to forger's belt - mining-buddy, mine #1097

Closed Dartellum closed 7 years ago

Dartellum commented 7 years ago
[16:17] [mining-buddy]>wealth kronars
[16:17] 3 silver Kronars (300 copper Kronars).
[16:17] >
[16:17] [mining-buddy]>withdraw 9 gold
[16:17] The clerk counts out 9 gold Kronars and hands them over, making a notation in her ledger.
[16:17] >
[16:17] [mining-buddy]>withdraw 7 silver
[16:17] The clerk counts out 7 silver Kronars and hands them over, making a notation in her ledger.
[16:17] >
[16:17] [mining-buddy]>tap my packet
[16:17] Bargain Hunter Byd just arrived.
[16:17] >
[16:17] Byd exchanges some words with the clerk.
[16:17] >
[16:17] Byd exchanges some words with the clerk.
[16:17] >
[16:17] Byd exchanges some words with the clerk.
[16:17] >
[16:17] Byd exchanges some words with the clerk.
[16:17] >
[16:17] Bargain Hunter Byd wanders out.
[16:18] >
[16:18] [mining-buddy: *** No match was found after 15 seconds, dumping info]
[16:18] [mining-buddy: messages seen length: 16]
[16:18] [mining-buddy: message: Bargain Hunter Byd just arrived.]
[16:18] [mining-buddy: message: Swirling Winds  (14 roisaen)]
[16:18] [mining-buddy: message: Substratum  (24 roisaen)]
[16:18] [mining-buddy: message: Ethereal Shield  (23 roisaen)]
[16:18] [mining-buddy: message: Sure Footing  (20 roisaen)]
[16:18] [mining-buddy: message: Byd exchanges some words with the clerk.]
[16:18] [mining-buddy: message: Byd exchanges some words with the clerk.]
[16:18] [mining-buddy: message: Byd exchanges some words with the clerk.]
[16:18] [mining-buddy: message: Byd exchanges some words with the clerk.]
[16:18] [mining-buddy: message: Bargain Hunter Byd wanders out.]
[16:18] [mining-buddy: message:  * Serial Killer Teflawn joins the adventure.]
[16:18] [mining-buddy: message:  * Ghost Zaiel joins the adventure.]
[16:18] [mining-buddy: message: Swirling Winds  (13 roisaen)]
[16:18] [mining-buddy: message: Substratum  (24 roisaen)]
[16:18] [mining-buddy: message: Ethereal Shield  (22 roisaen)]
[16:18] [mining-buddy: message: Sure Footing  (20 roisaen)]
[16:18] [mining-buddy: checked against [/You tap .*/i, /I could not find/i, /on the shoulder/i]]
[16:18] --- Lich: go2 active.
[16:18] [go2: ETA: 0:00:03 (15 rooms to move through)]
[16:18] [go2]>out
[16:18] You strut out.
[16:18] [First Provincial Bank, Lobby]
[16:18] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive).  An official money-changing booth is to one side and a row of tellers windows faces you.  Several guards, armed and armored, stand ready for trouble of any sort.  Near the tellers stands a table of fine wood for those who need to do some writing.  You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
[16:18] Obvious exits: out.
[16:18] Room Number: 1901
[16:18] >
[16:18] [go2]>out
[16:18] You strut out.
[16:18] [The Crossing, Hodierna Way]
[16:18] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum.  The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name.  A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.  You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
[16:18] Also here: Katyarina.
[16:18] Obvious paths: east, southwest, northwest.
[16:18] Room Number: 732
[16:18] >
[16:18] [go2]>northwest
[16:18] You strut northwest.
[16:18] [The Crossing, Alamhif Trace]
[16:18] This pivotal junction connects many of the Crossing's key locations.  Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast.  The babble of many languages, clan and guild and folk fill the air here, busy at every hour.  Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings.  You also see a town guard and the Carousel square.
[16:18] Also here: Gorteous.
[16:18] Obvious paths: north, southeast, west.
[16:18] Room Number: 733
[16:18] >
[16:18] [go2]>north
[16:18] Gorteous runs southeast.
[16:18] >
[16:18] You strut north.
[16:18] [The Crossing, Lunat Shade Road]
[16:18] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia.  One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer.  His venerable general store here outfits adventurers with all the basic necessities.  The row of trees on the north side of the street also serves to shade the south half of Town Green.
[16:18] Obvious paths: north, east, south.
[16:18] Room Number: 753
[16:18] >
[16:18] [go2]>north
[16:18] You strut north.
[16:18] [The Crossing, Town Green South]
[16:18] A gap in the stand of lunat trees leads south into Lunat Shade Road.  In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen.  A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky.  A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.
[16:18] Obvious paths: north, northeast, east, south, west, northwest.
[16:18] Room Number: 792
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [The Crossing, Town Green North]
[16:18] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's.  The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation.  The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward.  You also see a public listings board and the town green pond.
[16:18] Obvious paths: north, east, southeast, south, southwest, west.
[16:18] Room Number: 788
[16:18] >
[16:18] [go2]>north
[16:18] >
[16:18] You run north.
[16:18] [The Crossing, Via Iltesh]
[16:18] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself.  Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 787
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [The Crossing, Via Iltesh]
[16:18] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword.  Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer.  To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 786
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [The Crossing, Clanthew Boulevard]
[16:18] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard.  High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing.  You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
[16:18] Obvious paths: east, south, west.
[16:18] Room Number: 768
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [The Crossing, Clanthew Boulevard]
[16:18] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts.  They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides.  Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes.  You also see a city meeting hall.
[16:18] Obvious paths: east, south, west.
[16:18] Room Number: 767
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [The Crossing, Champions' Square]
[16:18] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild.  The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena.  Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within.  You also see a sturdy stone structure.
[16:18] Obvious paths: north, south, west.
[16:18] Room Number: 766
[16:18] >
[16:18] [go2]>south
[16:18] >
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] You run south.
[16:18] [The Crossing, Trothfang Street]
[16:18] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions.  The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls.  You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil and the Crossing Forging Society Building.
[16:18] Obvious paths: north, east.
[16:18] Room Number: 760
[16:18] >
[16:18] [go2]>go building
[16:18] [Forging Society, Book Store]
[16:18] Freshly chiseled granite walls surround an area where forgers can quickly resupply.  A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus.  A simple wooden door leads back outside.  You also see a large sign and a prestige board.
[16:18] Obvious exits: south.
[16:18] Room Number: 8771
[16:18] >
[16:18] [go2]>south
[16:18] You run south.
[16:18] [Forging Society, Lobby and Maker's Mark Ordering]
[16:18] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
[16:18] Obvious exits: north, east, south, west.
[16:18] Room Number: 8772
[16:18] >
[16:18] [go2]>south
[16:18] You run south.
[16:18] [Forging Society, Supplies]
[16:18] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see an eastern arch, a western arch, a central arch and a large sign.
[16:18] Also here: Warlord Chuno.
[16:18] Obvious exits: north.
[16:18] Room Number: 8775
[16:18] >
[16:18] [go2: travel time: 0:00:05]
[16:18] --- Lich: go2 has exited.
[16:18] [mining-buddy]>order 14
[16:18] The attendant says, "You can purchase a packet of deed claim forms for 6250 Kronars.  Just order it again and we'll see it done!"
[16:18] >
[16:18] [mining-buddy]>order 14
[16:18] The attendant takes some coins from you and hands you a packet of deed claim forms.
[16:18] >
[16:18] [mining-buddy]>stow my packet
[16:18] You put your packet in your embroidered backpack.
[16:18] >
[16:18] [mining-buddy]>tap my second packet
[16:18] >
[16:18] Warlord Chuno went through an eastern arch.
[16:18] >
[16:18] You sense that your familiar is traveling.
[16:18] >
[16:18] [mining-buddy: *** No match was found after 15 seconds, dumping info]
[16:18] [mining-buddy: messages seen length: 12]
[16:18] [mining-buddy: message: Swirling Winds  (13 roisaen)]
[16:18] [mining-buddy: message: Substratum  (24 roisaen)]
[16:18] [mining-buddy: message: Ethereal Shield  (22 roisaen)]
[16:18] [mining-buddy: message: Sure Footing  (20 roisaen)]
[16:18] [mining-buddy: message: Warlord Chuno went through an eastern arch.]
[16:18] [mining-buddy: message: [General][Uritel] "Jotting this down in my survival book.. how to use the furries to avoid the cold flurries."]
[16:18] [mining-buddy: message: You sense that your familiar is traveling.]
[16:18] [mining-buddy: message: Swirling Winds  (13 roisaen)]
[16:18] [mining-buddy: message: Substratum  (24 roisaen)]
[16:18] [mining-buddy: message: Ethereal Shield  (22 roisaen)]
[16:18] [mining-buddy: message: Sure Footing  (20 roisaen)]
[16:18] [mining-buddy: message: [DRPrime]-DR:Nasrid: "since it's so easy for you, I'm going to hunt you down and shoot arrows into you at random times, to make it more interesting weeks"]
[16:18] [mining-buddy: checked against [/You tap .*/i, /I could not find/i, /on the shoulder/i]]
[16:18] [mining-buddy]>order 14
[16:18] The attendant shrugs and says, "Ugh, you don't have enough coins to purchase a packet of deed claim forms!"
[16:18] >
[16:18] [mining-buddy]>stow my packet
[16:18] Stow what?  Type 'STOW HELP' for details.
[16:18] >
[16:18] [mining-buddy]>look first packet
[16:18] You count 50 deed claim forms remaining.
[16:18] >
[16:18] [mining-buddy]>look second packet
[16:18] >
[16:18] You count 48 deed claim forms remaining.
[16:18] >
[16:18] [mining-buddy]>get my second packet
[16:18] You get a packet of deed claim forms from inside your embroidered backpack.
[16:18] >
[16:18] [mining-buddy]>stow my packet
[16:18] You put your packet in your embroidered backpack.
[16:18] >
[16:18] --- Lich: go2 active.
[16:18] [go2: ETA: 0:00:22 (111 rooms to move through)]
[16:18] [go2]>north
[16:18] >
[16:18] You strut north.
[16:18] [Forging Society, Lobby and Maker's Mark Ordering]
[16:18] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
[16:18] Obvious exits: north, east, south, west.
[16:18] Room Number: 8772
[16:18] >
[16:18] [go2]>north
[16:18] You strut north.
[16:18] [Forging Society, Book Store]
[16:18] Freshly chiseled granite walls surround an area where forgers can quickly resupply.  A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus.  A simple wooden door leads back outside.  You also see a large sign and a prestige board.
[16:18] Obvious exits: south.
[16:18] Room Number: 8771
[16:18] >
[16:18] [go2]>go door
[16:18] [The Crossing, Trothfang Street]
[16:18] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions.  The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls.  You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil and the Crossing Forging Society Building.
[16:18] Obvious paths: north, east.
[16:18] Room Number: 760
[16:18] >
[16:18] [go2]>east
[16:18] You strut east.
[16:18] [The Crossing, Trothfang Street]
[16:18] The cries of scalpers and touts from the street mix with those from within the thick-walled, domed structure here -- shouts calling for blood and demanding that honor be satisfied, as well as less shrill exhortations to local favorites or up-and-coming gladiators and knights.  Several daunting-looking centurions clad in full ceremonial armor scrutinize you stoically from under the scarlet canopy that shades the entrance to the Champions' Arena.  You also see a wooden sign.
[16:18] Obvious paths: east, west.
[16:18] Room Number: 759
[16:18] >
[16:18] [go2]>east
[16:18] You strut east.
[16:18] [The Crossing, Trothfang Street]
[16:18] You stand at the southeast corner of the Champions' Arena, its thick, solid walls and dome rising high into the night sky.  Scrawled inscriptions and graffiti with names and titles of barbarians of yore are barely visible on the wall's surface.  Some of the engravings have dates and numbers next to them.  Jutting up over the top of the wall in the distance to the east is a thin spire that appears to be shrouded in mist.
[16:18] Obvious paths: north, east, west.
[16:18] Room Number: 758
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [The Crossing, Magen Road]
[16:18] This bustling junction presents a cross section of the world's inhabitants in various states of health and disrepair.  Bloodied adventurers, impaired healers, overextended spellsingers, and other members of the walking wounded lurch their way towards the Healing Hospital to the west.  Litters, carts and horses carry those too badly hurt to move under their own power.  In striking contrast are the strapping barbarians who swagger by, towards the Arena and Barbarians' Guild southwest.
[16:18] Obvious paths: north, south, west.
[16:18] Room Number: 762
[16:18] >
[16:18] [go2]>north
[16:18] >
[16:18] You run north.
[16:18] [The Crossing, Boar Alley]
[16:18] This quaint alley connects Magen Road to the south and Firulf Vista to the north.  An ornately carved building with an ancient wooden door is set back from the curb.  You would hardly stop and give it a second glance, except that the windows on the second story all seem to glow with soft, pulsating hues that cycle through the colors of the spectrum.
[16:18] Obvious paths: north, east, south.
[16:18] Room Number: 797
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [The Crossing, Firulf Vista]
[16:18] The stone town walls seal off the city from the wilds beyond to the north.  Still, the scents of damp earth and leaf mold, pine and cedar, and feral creatures drift over the barricade.  Directly to the east, within spitting distance, is the Northeast town gate.  Through the gap in the wall, you can make out the low rise of the slate hills to the northwest and the lone, aloof tower of the Warrior Mages' Guild to the east.
[16:18] Obvious paths: east, south, west.
[16:18] Room Number: 801
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [The Crossing, Firulf Vista]
[16:18] Utter bedlam confronts you as you step out into this street.  This is the point where anyone and everyone who passes through the Northeast Gate either leaving town or arriving must cross paths.  You quickly conclude this is no spot to stop and admire the scenery of the regions of the Eastern Tier beyond, nor to study the local architecture around you, since the momentum of the crowd carries you along, almost without your realizing it.  You also see a stone stairway.
[16:18] Obvious paths: east, south, west.
[16:18] Room Number: 817
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [The Crossing, Northeast Customs]
[16:18] Here stands the Northeast Gate, two massive doors of steel-banded ironwood securely attached to the masonry of the town walls.  The traffic here is thick with travelers, and the Customs Officers are alert to any sign of trouble.  You also see a winding trail.
[16:18] Obvious paths: west.
[16:18] Room Number: 818
[16:18] >
[16:18] [go2]>go gate
[16:18] Shadow Priest Weeks came through the Northeast Gate.
[16:18] >
[16:18] Shadow Priest Weeks runs west.
[16:18] >
[16:18] [Northeast Wilds, Outside Northeast Gate]
[16:18] You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey.  Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors.  Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves.  You also see an elaborately carved caravan painted in a multitude of colors with several things on it, a mud-caked tanned pig with a tiny animite crown set with a rainbow of gems on it, a streaked Kaernan pig, a shimmering pale ochre sphere, a tiny-legged white piglet, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.
[16:18] Also here: Denyo who is sitting, Carias, Longbeard Ledia, Guarin who is surrounded by a shimmering shield, Hoodlum Aterri, Favored Zasharak, Veteran Karturis, Healer Mysterys and Puppet Master Aayveia.
[16:18] Obvious paths: north, east, southeast.
[16:18] Room Number: 992
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Farmlands]
[16:18] Rich farmland surrounds the road on both sides.  The fresh scent of the tilled soil rises all about you.  Southward, the walls of a fair-sized city rise near the banks of a glistening river.  A faint haze of smoke hovers over the town, blurring the outlines slightly.  To the north, distant hills rear up against the grey-blue horizon.  You also see an onager.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 995
[16:18] >
[16:18] [go2]>north
[16:18] >
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Farmlands]
[16:18] The scent of freshly-tilled earth rises from the farms on both sides of the road.  Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river.  You note an amazing variety of races and types that are driving their goods into the town.  You also see a freshly-planted pathway.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 996
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Farmlands]
[16:18] Empty fields lie sleeping beneath the blanket of night.  The scent of plowed earth mingles with the fragrance of fresh growing things.  You also see a winding trail.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 997
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Farmlands]
[16:18] Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises.  The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches.  Some distance to the south, you see the smoke and haze of a city of some size.  Northwards, low hills rise against the sky.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 998
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Grasslands]
[16:18] Dark shapes of cattle stand, outlined against the night sky, as they huddle together in sleep.  Somewhere nearby you hear the bark of a dog -- the herd has not been left unguarded.  You also see a thin trail.
[16:18] Obvious paths: north, southwest.
[16:18] Room Number: 999
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Grasslands]
[16:18] Open fields to either side can be dimly seen.  Faintly, there comes a trace of woodsmoke, perhaps from the campfires of local herdsmen warming themselves against the night chill.  Nearby, a rounded shape proves to be that of a sleeping cow.  You also see a twisting wooded trail.
[16:18] Obvious paths: south, northwest.
[16:18] Room Number: 1000
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Open Forest]
[16:18] Trees rise dimly along the roadway and you can faintly hear a quiet chittering, perhaps from sleepy squirrels annoyed at your disturbing their rest.
[16:18] Obvious paths: southeast, west, northwest.
[16:18] Room Number: 1001
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Open Forest]
[16:18] Trees grow tall here, but they are scattered enough to allow moonlight and a good view of the sky.  Northwards, the land rises into low hills that disappear against the black sky of the night.  To the south, a gentle plain opens outward.  A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1008
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Woods]
[16:18] Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence.  Northwards, the open land nearby changes into a few low, rolling hills.  Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1002
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] The road winds among low, rounded hills barely deserving of the name.  Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth.  The ragged summits are worn and weathered with age.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 101
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it.  Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings.  Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled.  Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
[16:18] Obvious paths: southwest, northwest.
[16:18] Room Number: 1010
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above.  Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.  You also see a sturdy caravan with several things on it.
[16:18] Also here: Unshine.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1011
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance.  Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1012
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] Low hills to the south rise up from marshy land to the north.  Clouds of insects and tiny birds feeding upon them dart here and there.  The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise.  You also see a small, white-washed sign staked along side the road and a roadsign.
[16:18] Obvious paths: east, south, northwest.
[16:18] Room Number: 1013
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Marshy Meadows]
[16:18] The ground underfoot squishes with each movement, and moisture oozes into the traces left.  Low rocks set in ragged rows appear to mark a path along the swampy ground.  Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud.  The air is thick with rotting vegetable matter and less identifiable odors.
[16:18] Obvious paths: southeast, northwest.
[16:18] Room Number: 1014
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Marshy Meadows]
[16:18] You travel in the midst of a boggy meadow.  The air is thick with a chill mist that blurs the outlines of anything not close by.  Pale rocks set along the path show the safest way to go among the almost trackless wastes.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1015
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Marshy Meadows]
[16:18] The ground beneath you is boggy and soft.  Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands.  Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1019
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch.  No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf.  The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1020
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] Thick grass grows up to the edge of the road.  Despite the isolation and empty land, the road itself is in surprisingly good shape.  Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them.  Perhaps some vanished town lay near here that knew the value of good roads.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1021
[16:18] >
[16:18] [go2]>northeast
[16:18] >
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] You run northeast.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] The road runs straight as an arrow through the endless sea of tall grasses.  An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface.  The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion.  For always the hunter awaits the careless and the weak.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 1022
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] A ruined building sits alongside the tidy stone road.  The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 1023
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Forest]
[16:18] The trees grow in abundance about you, their tops brushing the dark sky above, their leaves flittering against each other in the night breeze.  The soft sound of wings alerts you to the presence of a night hunter, and the broken-off cry that follows tells you that the hunter's prey has been found once more.
[16:18] Obvious paths: east, southwest.
[16:18] Room Number: 1024
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Forest]
[16:18] Low-lying taffelberry bushes grow about the tall deobar trees of the forest.  The scent of loam hangs thick and sweet in an almost tangible cloud.  The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
[16:18] Obvious paths: east, west.
[16:18] Room Number: 1025
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] The trees cluster close, weaving a dark green canopy through which no real light penetrates.  The eerie echoing cry of an owl as it hunts for prey threads through the latticework of the trees, shattering the deceptive peace of the forest.
[16:18] Obvious paths: east, west.
[16:18] Room Number: 1026
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away.  The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation.  The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
[16:18] Obvious paths: north, west.
[16:18] Room Number: 1027
[16:18] >
[16:18] [go2]>north
[16:18] >
[16:18] Serial Killer Teflawn just arrived.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north.  Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1028
[16:18] >
[16:18] Serial Killer Teflawn just arrived.
[16:18] >
[16:18] Serial Killer Teflawn runs north.
[16:18] >
[16:18] Shadow Priest Weeks just arrived.
[16:18] >
[16:18] [go2]>north
[16:18] Shadow Priest Weeks runs north.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Meadowlands]
[16:18] The forest to the south is thick and dark, a stark comparison to the open meadow around you.  Short, springy grass grows in soft mounds over hillocks and hollows.  Pale jes-roses dot the greenery, their sweet, nightblooming fragrance creating a heady perfume.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1029
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Meadowlands]
[16:18] The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead.  Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack.  The air is clean and sweet, inviting you to take deeper breaths.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1030
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Farmstead]
[16:18] Vast, empty fields lie fallow about you.  The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets.  Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass.  To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1031
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins.  You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you.  To the south the land turns a rough brown, shifting abruptly from plains to farming land.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1032
[16:18] >
[16:18] [go2]>north
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] The sky overhead creates an inky canvas upon which stars have been liberally splattered.  An evening wind, fragrant with the scent of night-blooming flowers, ruffles your clothing and cools the air.  Somewhere, a nightingale sings, whistling for its lover.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1033
[16:18] >
[16:18] [go2]>northeast
[16:18] >
[16:18] You run northeast.
[16:18] [Northern Trade Road, Kaerna Village Outskirts]
[16:18] The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life.  Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains.  Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon.  You also see an abandoned militia shack, a weather-beaten sign and a town gate.
[16:18] Obvious paths: southwest.
[16:18] Room Number: 1034
[16:18] >
[16:18] [go2]>go gate
[16:18] [Kaerna Village, By the Well]
[16:18] The Northern Trade road runs like an arrow through the small town of Kaerna.  Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments.  Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination.  You also see a town gate and the town well off to the side.
[16:18] Obvious paths: north.
[16:18] Room Number: 1135
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Kaerna Village, Intersection]
[16:18] Even in the cool of the night the village remains active.  A soft, cheery glow shines from the windows and open doorway of the Gilded Unicorn Inn, and a few traders are yet about; checking their camels, inspecting their wagons, or preparing for the morning's excursions to come.  The stars overhead seem to stretch on forever, the moons smiling benevolently down on the sleeping village.  You also see a roadsign.
[16:18] Obvious paths: northeast, south, west.
[16:18] Room Number: 1136
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Kaerna Village, By the General Store]
[16:18] A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store.  The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it.  You also see the town gate.
[16:18] Obvious paths: southwest.
[16:18] Room Number: 1139
[16:18] >
[16:18] [go2]>go gate
[16:18] [Northern Trade Road, Kaerna Outskirts]
[16:18] The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet.  Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie.  Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature.  You also see a weathered wooden sign and the town gate.
[16:18] Obvious paths: northwest.
[16:18] Room Number: 1164
[16:18] >
[16:18] Anshelm just arrived.
[16:18] >
[16:18] [go2]>northwest
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] You strut northwest.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] The wind rushes through the grass, making a soft shirring sound.  Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
[16:18] Obvious paths: southeast, northwest.
[16:18] Room Number: 1165
[16:18] >
[16:18] [go2]>northwest
[16:18] You strut northwest.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity.  A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation.  A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1166
[16:18] >
[16:18] [go2]>north
[16:18] You strut north.
[16:18] [Northern Trade Road, Foothills]
[16:18] The road rises along the curve of a low hill that slopes down to the south into open grasslands.  The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway.  Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good.  Northwards though, the hills shift quickly into steep mountains.
[16:18] Obvious paths: east, south.
[16:18] Room Number: 1167
[16:18] >
[16:18] [go2]>east
[16:18] You strut east.
[16:18] [Northern Trade Road, Foothills]
[16:18] You crest a low hill that gives a far-reaching view.  To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain.  Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water.  You also see a weathered caravan with several things on it and a wrecked barricade.
[16:18] Also here: Price Gouger Dhalinar.
[16:18] Obvious paths: east, west.
[16:18] Room Number: 1168
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Foothills]
[16:18] You travel through a small dell that rises northwards into a narrow pass.  You follow the path with your eyes until it fades from view among the steeply rising mountains.  Southward a low hill rises, bearing the roadway along its shoulders.  A Trader's Guild outpost sits alongside the stony trail.  You also see a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
[16:18] Obvious paths: north, west.
[16:18] Room Number: 1169
[16:18] >
[16:18] [go2]>north
[16:18] Your feet are still soaked.
[16:18] >
[16:18] A weathered caravan arrives from the west.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Mountain Trail]
[16:18] The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path.  Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1170
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Mountain Trail]
[16:18] You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock.  Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead.  You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1171
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Mountain Pass]
[16:18] The road passes onto an almost level area as you work your way through a narrow gap in the mountains.  Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers.  A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
[16:18] Obvious paths: north, southwest.
[16:18] Room Number: 1172
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Mountain Trail]
[16:18] A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall.  One broken and shattered bone shows you that someone or something was far less fortunate in times past.  You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
[16:18] Obvious paths: east, south.
[16:18] Room Number: 1173
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Mountain Trail]
[16:18] The road rises sharply to the west as it wends among the steep mountains.  Eastward, it falls away into a narrow, heavily-wooded valley.  Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
[16:18] Obvious paths: east, west.
[16:18] Room Number: 1174
[16:18] >
[16:18] [go2]>east
[16:18] You run east.
[16:18] [Northern Trade Road, Wooded Valley]
[16:18] Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance.  Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees.  Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
[16:18] Obvious paths: northeast, west.
[16:18] Room Number: 1175
[16:18] >
[16:18] [go2]>ne
[16:18] You run northeast.
[16:18] [Northern Trade Road, Wooded Valley]
[16:18] You come upon a small clearing in the heavy woods that allows a view of the sky.  A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead.  There is an unnerving quiet here, even the wind seems to have died.  You feel a stranger in this wild place, perhaps an unwelcome stranger.  You also see a faded roadsign.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 1176
[16:18] >
[16:18] [go2]>northeast
[16:18] >
[16:18] You run northeast.
[16:18] [Northern Trade Road, Wooded Valley]
[16:18] Tall trees grow close along both sides of the road.  Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest.  Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
[16:18] Obvious paths: southwest, northwest.
[16:18] Room Number: 1177
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Foothills]
[16:18] Tall trees grow thickly to the south as the road climbs into a narrow valley.  Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1178
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Foothills]
[16:18] Heavily wooded hills rise on both sides as the roadway winds among them.  The air is dead and stale, any breeze is blocked by the trees and hills.  Clouds of gnats and worse seem to follow you, getting in your mouth and hair.  There is a faint smell of damp earth and rotting vegetation.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1179
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Rolling Hills]
[16:18] Massive flocks of small black birds wheel and dive among the low hills on either side.  They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air.  A miasma of musty smells and unknown odors roils in your nostrils.  The ground to the north descends into a faint mist or cloud in the air.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1180
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Grasslands]
[16:18] A cloud of flint-dry dust rises on every breeze, making you sneeze.  For the most part, you see the grasslands about you in a state of decay and near death.  Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards.  Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past.  You also see a charred tree stump.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1181
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now.  While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1182
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Open Grasslands]
[16:18] The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention.   Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains.  You can hear the babble of rushing water coming from the north.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1183
[16:18] >
[16:18] [go2]>north
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] Aldredn just arrived.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, River's Bank]
[16:18] A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar.  To the north the land changes dramatically from plains to the darker, more verdant green of meadows.  To the south stretches a narrow strip of grassland.  A sturdy wood and stone bridge spans the river, allowing safe passage.  You also see a roadsign.
[16:18] Obvious paths: east, south.
[16:18] Room Number: 1184
[16:18] >
[16:18] [go2]>go bridge
[16:18] [Northern Trade Road, On the Bridge]
[16:18] The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge.  Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1193
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Meadowlands]
[16:18] The grass is a thick, dark green carpet that spreads over the land in rolling abundance.  A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures.  A river runs to the south, over which spans a sturdy wood and stone bridge.
[16:18] Obvious paths: north.
[16:18] Room Number: 1194
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Meadowlands]
[16:18] The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here.  To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1195
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Open Forest]
[16:18] The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees.  Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark.  The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
[16:18] Obvious paths: north, southwest.
[16:18] Room Number: 1196
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair.  There is a disturbing lack of birds and animals about.
[16:18] Obvious paths: south, northwest.
[16:18] Room Number: 1197
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] The trees grow close together, as if in fear of something.  The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction.
[16:18] Obvious paths: southeast, northwest.
[16:18] Room Number: 1198
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Forest Clearing]
[16:18] Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin.  A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1199
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Forest Clearing]
[16:18] The grass is flourishing here despite the apparent blight of the rest of the wood.  Facing east beside the road is a squat stone monolith with an indentation in its top.  Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1200
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen.  The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched.  You also see a dense copse.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1201
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Deep Forest]
[16:18] Heavy, still air hangs in pockets about you, weighing down sound and movement.  Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss.  They pull the sickly-colored stuff about them the way a Human child hides under a security blanket.  You also see a forest path.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 1202
[16:18] >
[16:18] [go2]>northeast
[16:18] >
[16:18] You run northeast.
[16:18] [Northern Trade Road, Open Forest]
[16:18] Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping.  The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
[16:18] Obvious paths: northeast, southwest.
[16:18] Room Number: 1203
[16:18] >
[16:18] [go2]>northeast
[16:18] >
[16:18] You run northeast.
[16:18] [Northern Trade Road, Stony Plains]
[16:18] Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim.  Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone.  To the south a dark forest blots the horizon.
[16:18] Obvious paths: north, southwest.
[16:18] Room Number: 1204
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Stony Plains]
[16:18] The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about.  Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1205
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Stony Plains]
[16:18] An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree.  The tiny plant seems to be surviving on raw defiance alone.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1206
[16:18] >
[16:18] [go2]>northeast
[16:18] You run northeast.
[16:18] [Northern Trade Road, Wastelands]
[16:18] The land lies blasted, the earth revealed in forlorn despair about you.  Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
[16:18] Obvious paths: southwest, northwest.
[16:18] Room Number: 1207
[16:18] >
[16:18] [go2]>northwest
[16:18] You run northwest.
[16:18] [Northern Trade Road, Wastelands]
[16:18] Something has scoured this place of all life, or a harsh god created it with no life at all.  The rocks are oddly smooth and darker than normal agate and granite.  Nothing moves, no birds, no insects, no weeds or wind.  Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
[16:18] Obvious paths: north, southeast.
[16:18] Room Number: 1208
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Wastelands]
[16:18] Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon.  Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1209
[16:18] >
[16:18] [go2]>north
[16:18] You run north.
[16:18] [Northern Trade Road, Wastelands]
[16:18] The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness.  A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
[16:18] Obvious paths: north, south.
[16:18] Room Number: 1210
[16:18] >
[16:18] [go2]>north
[16:18] You notice a spotted cream and gold owl appear overhead, circling.
[16:18] >
[16:18] You run north.
[16:18] [Northern Trade Road, Burned Forest]
[16:18] The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them.  A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
[16:18] Obvious paths: northeast, south.
[16:18] Room Number: 1211
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Northern Trade Road, Burned Forest]
[16:19] The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots.  A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
[16:19] Also here: Lyai.
[16:19] Obvious paths: northeast, southwest.
[16:19] Room Number: 1212
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Northern Trade Road, Cinder Cones]
[16:19] To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge.  Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.  You also see a sturdy metal blacksmith's caravan lead by a team of massive black bulls with several things on it.
[16:19] Obvious paths: northeast, southwest.
[16:19] Room Number: 1213
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Northern Trade Road, Cinder Cones]
[16:19] The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path.  A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
[16:19] Obvious paths: northeast, southwest.
[16:19] Room Number: 1214
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Northern Trade Road, Broken Hills]
[16:19] The hills to either side are made of the broken remains of rock and debris.  You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind.  To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on.
[16:19] Obvious paths: north, southwest.
[16:19] Room Number: 1215
[16:19] >
[16:19] [go2]>north
[16:19] >
[16:19] You run north.
[16:19] [Northern Trade Road, Broken Hills]
[16:19] Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons.  The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
[16:19] Obvious paths: south, northwest.
[16:19] Room Number: 1216
[16:19] >
[16:19] [go2]>northwest
[16:19] You run northwest.
[16:19] [Northwest Road, Volcanic Hills]
[16:19] The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills.  Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust.  It gets in your mouth and you spit out a foul, bitter taste.  To one side a ruined cart lies abandoned and stripped of everything useful.
[16:19] Obvious paths: southeast, northwest.
[16:19] Room Number: 1217
[16:19] >
[16:19] [go2]>northwest
[16:19] You run northwest.
[16:19] [Northwest Road, Volcanic Hills]
[16:19] A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest.  Dead trees, charred to short stumps, form a dismal grove to one side of the pathway.  Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air.  A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed.  You also see a dismal grove.
[16:19] Obvious paths: southeast, northwest.
[16:19] Room Number: 1218
[16:19] >
[16:19] [go2]>northwest
[16:19] You run northwest.
[16:19] [Northwest Road, Volcanic Hills]
[16:19] The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows.  Someone has hacked the outline of a path into the unyielding rock to guide you.  To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
[16:19] Obvious paths: southeast, northwest.
[16:19] Room Number: 1219
[16:19] >
[16:19] [go2]>northwest
[16:19] You run northwest.
[16:19] [North Roads Caravansary]
[16:19] The road runs northwest past a cluster of stone buildings and stables to one side.  A narrow path branches off to the east following a rough line of hills while another section continues southeast.  You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire.  Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink.  You also see a freshly-painted roadsign pointing north.
[16:19] Also here: Biomancer Meganlique.
[16:19] Obvious paths: north, southeast, northwest.
[16:19] Room Number: 1220
[16:19] >
[16:19] [go2]>go path
[16:19] [Assuming you mean a narrow track.]
[16:19] [Lava Fields, Narrow Trace]
[16:19] Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash.  A narrow road lies between high boulders in the other direction.  Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
[16:19] Obvious paths: east.
[16:19] Room Number: 1258
[16:19] >
[16:19] [go2]>east
[16:19] >
[16:19] You run east.
[16:19] [Lava Fields, Narrow Trace]
[16:19] The barest hint of a path undulates along the irregular crests of frozen rills of lava.  Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene.  The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
[16:19] Obvious paths: northeast, west.
[16:19] Room Number: 1259
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Lava Fields, Narrow Trace]
[16:19] Faint markings etched into irregular boulders are your only guide in this trackless waste.  Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity.  Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it.  You also see a narrow trail.
[16:19] Obvious paths: east, southwest.
[16:19] Room Number: 1260
[16:19] >
[16:19] [go2]>east
[16:19] You run east.
[16:19] [Lava Fields, Narrow Trace]
[16:19] To the west, broken layers of lava and basalt rise in irregular piles.  To the east and north, a narrow plane opens out between steep mountain shoulders.  The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life.  Off to the extreme north, you can make out a narrow valley.
[16:19] Obvious paths: northeast, west.
[16:19] Room Number: 1261
[16:19] >
[16:19] [go2]>northeast
[16:19] You run northeast.
[16:19] [Lava Fields]
[16:19] Acres of ruined farmlands stretch out on either side of the road here.  Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren.  Flows of magma, once white hot and liquid, cover the road in places.  A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste.  You also see a massive crater.
[16:19] Obvious paths: southwest, west.
[16:19] Room Number: 1262
[16:19] >
[16:19] [go2]>west
[16:19] You run west.
[16:19] [Lava Fields]
[16:19] The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock.  Something white gleams faintly near your feet.
[16:19] Obvious paths: east, northwest.
[16:19] Room Number: 1263
[16:19] >
[16:19] [go2]>northwest
[16:19] You notice a spotted cream and gold owl appear overhead, circling.
[16:19] >
[16:19] You run northwest.
[16:19] [Lava Fields, Ruins]
[16:19] Endless fields of magma stretch out to the surrounding mountains.  Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone.  A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly.  You also see a sanrisi tree with long gnarled branches.
[16:19] Obvious paths: southeast, southwest.
[16:19] Room Number: 1264
[16:19] >
[16:19] [go2]>southwest
[16:19] You run southwest.
[16:19] [Lava Fields, Ruins]
[16:19] Skirting a ruined farmhouse, you pass among boulders and mounds of ash.  Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water.  Everything is coated in a fine yellow dust.  To the west, the mountains run close together to form a narrow valley.  A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
[16:19] Obvious paths: northeast, west.
[16:19] Room Number: 1265
[16:19] >
[16:19] [go2]>west
[16:19] You run west.
[16:19] [Lava Fields, Valley]
[16:19] Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops.  Almost mountains in themselves, the outcrops rise steeply from the valley floor.  Nestled between them sits a small, drab-looking town.  Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
[16:19] Obvious paths: north, east.
[16:19] Room Number: 1266
[16:19] >
[16:19] [go2]>north
[16:19] You run north.
[16:19] [Volcanic Ruins, Dirge]
[16:19] Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way.  To the north, twin volcanic cones loom high into the sky.  The small town tucked between their towering masses seems to huddle in on itself.
[16:19] Obvious paths: north, south.
[16:19] Room Number: 1267
[16:19] >
[16:19] [go2]>north
[16:19] You run north.
[16:19] [Outside Dirge Town]
[16:19] The road beneath your feet was once well paved but now shows the marks of fire and time.  The stones were blackened and scorched by some great heat, warping some and breaking others.  There is a heavy grey ash everywhere that blows in your face and eyes.  Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
[16:19] Obvious paths: north, south.
[16:19] Room Number: 1268
[16:19] >
[16:19] [go2]>north
[16:19] You run north.
[16:19] [Dirge, Outside Gate]
[16:19] A road stops here at a ruined gate of charred and splintered wood.  Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights.  To one side, a compact stone building stands watch over the infrequent traveller and the gate.  You also see a narrow path of cinders and ashes with a faded signpost next to it.
[16:19] Obvious paths: south.
[16:19] Room Number: 1269
[16:19] >
[16:19] [go2]>go path
[16:19] [Dirge, Hangman's Road]
[16:19] Among the cinders and ash, someone has raked a path leading along the outside of the walls.  Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself.  You also see a cinder and ash pathway.
[16:19] Obvious paths: west.
[16:19] Room Number: 1282
[16:19] >
[16:19] [go2]>west
[16:19] You run west.
[16:19] [Dirge, Hangman's Road]
[16:19] A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses.  To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins.  You also see a partially opened gate amid the stony rubble.
[16:19] Obvious paths: east, west.
[16:19] Room Number: 1283
[16:19] >
[16:19] [go2]>west
[16:19] You run west.
[16:19] [Dirge, Hangman's Road]
[16:19] A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone.  Here and there, fragments of bone mingled among the rubble gleam whitely.  The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing.  It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness.  You also see an entrance to the Wicked Burrow Mine.
[16:19] Obvious paths: east, northwest.
[16:19] Room Number: 1284
[16:19] >
[16:19] [go2]>go entrance
[16:19] [Wicked Burrow Mine, Entrance]
[16:19] A steady breeze whips past, billowing out from the depths of the mine.  Rows of torches line the walls and cast dancing shadows down the long tunnel ahead.  You also see an opening leading outside.
[16:19] Obvious exits: east.
[16:19] Room Number: 19079
[16:19] >
[16:19] [go2: travel time: 0:00:37]
[16:19] --- Lich: go2 has exited.
[16:19] >
[16:19] [mining-buddy]>prospect
[16:19] You see evidence of mineral deposits and are certain a decent quantity (2/5) remains to be found.
[16:19] This area is composed of sedimentary rock layers.
[16:19] Studying the geology, you are certain that continued mining will be quite safe.
[16:19] You are certain that serpentine can be mined here.
[16:19] You are certain that nickel can be mined here.
[16:19] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:19] Roundtime: 11 sec.
[16:19] >
[16:19] You sense that your familiar is traveling.
[16:19] >
[16:19] Bloodwraith Inkin just arrived.
[16:19] >
[16:19] Bloodwraith Inkin went through an opening leading outside.
[16:19] >
[16:19] --- Lich: go2 active.
[16:19] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:19] [go2]>east
[16:19] You strut east.
[16:19] [Wicked Burrow Mine, Tunnel]
[16:19] The ceiling and walls gradually narrow towards the northeast.  Bits and pieces of broken rock litter the floor, remnants of recent mining activity.
[16:19] Obvious exits: northeast, west.
[16:19] Room Number: 19080
[16:19] >
[16:19] [go2: travel time: 0:00:00]
[16:19] --- Lich: go2 has exited.
[16:19] >
[16:19] [mining-buddy]>prospect
[16:19] >
[16:19] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:19] This area is composed of sedimentary rock layers.
[16:19] Studying the geology, you are certain that continued mining will be quite safe.
[16:19] You are certain that breccia can be mined here.
[16:19] You are certain that nickel can be mined here.
[16:19] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:19] Roundtime: 9 sec.
[16:19] >
[16:19] --- Lich: go2 active.
[16:19] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:19] [go2]>northeast
[16:19] You strut northeast.
[16:19] [Wicked Burrow Mine, Tunnel]
[16:19] Scattered debris litters the sloped rock floor.  Few torches remain lit here, and they appear to be extinguished entirely in the northern branch.  A marked difference in the coloration of the stone separates the mine entrance from the depths below.
[16:19] Obvious exits: east, southwest.
[16:19] Room Number: 19081
[16:19] >
[16:19] [go2: travel time: 0:00:00]
[16:19] --- Lich: go2 has exited.
[16:19] >
[16:19] [mining-buddy]>prospect
[16:19] WARNING:  You have a somewhat high number of items on your person.
[16:19] It is recommended that you reduce your inventory count below 400 items.
[16:19] 
[16:19] You can use the INVENTORY CHECK command to see roughly how many you
[16:19] have.
[16:19] >
[16:19] You see evidence of mineral deposits and are certain an enormous quantity (5/5) remains to be found.
[16:19] This area is composed of sedimentary rock layers.
[16:19] Studying the geology, you are certain that continued mining will be quite safe.
[16:19] You are certain that soapstone can be mined here.
[16:19] You are certain that oravir can be mined here.
[16:19] A diagram on the wall shows the location of additional resources still available for mining.
[16:19] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:19] Roundtime: 11 sec.
[16:19] >
[16:19] --- Lich: go2 active.
[16:19] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:19] [go2]>east
[16:19] You strut east.
[16:19] [Wicked Burrow Mine, Steep Slope]
[16:19] Jagged stalactites reach towards the floor and small pools of water collect along the ground of this natural cavern.  The clank of metal hammering rock echoes from farther into the mine.
[16:19] Obvious exits: north, southeast, west.
[16:19] Room Number: 19082
[16:19] >
[16:19] [go2: travel time: 0:00:00]
[16:19] --- Lich: go2 has exited.
[16:19] [mining-buddy]>prospect
[16:19] >
[16:19] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:19] This area is composed of sedimentary rock layers.
[16:19] Studying the geology, you are certain that continued mining will be quite safe.
[16:19] You are certain that soapstone can be mined here.
[16:19] You are certain that oravir can be mined here.
[16:19] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:19] Roundtime: 10 sec.
[16:19] >
[16:19] --- Lich: go2 active.
[16:19] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:19] [go2]>southeast
[16:19] You strut southeast.
[16:19] [Wicked Burrow Mine, Slope]
[16:19] A thin layer of moss coats the damp walls in this section of natural tunnel.  Abruptly, the tunnel slopes downward and into the poorly-lit depths below.
[16:19] Obvious exits: northwest, down.
[16:19] Room Number: 19084
[16:19] >
[16:19] [go2: travel time: 0:00:00]
[16:19] --- Lich: go2 has exited.
[16:19] [mining-buddy]>prospect
[16:19] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:19] This area is composed of sedimentary rock layers.
[16:19] Studying the geology, you are certain that continued mining will be quite safe.
[16:19] You are certain that breccia can be mined here.
[16:19] You are certain that iron can be mined here.
[16:19] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:19] Roundtime: 9 sec.
[16:20] >
[16:20] --- Lich: go2 active.
[16:20] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:20] [go2]>down
[16:20] You strut down.
[16:20] [Wicked Burrow Mine, Slope]
[16:20] Rivulets of water stream down the smooth cave walls and collect in small surface puddles.  Haphazardly placed torches illuminate the way deeper into a freshly hewn section of tunnel.
[16:20] Obvious exits: east, up.
[16:20] Room Number: 19122
[16:20] >
[16:20] [go2: travel time: 0:00:01]
[16:20] --- Lich: go2 has exited.
[16:20] >
[16:20] [mining-buddy]>prospect
[16:20] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:20] This area is composed of sedimentary rock layers.
[16:20] Studying the geology, you are certain that continued mining will be quite safe.
[16:20] You are certain that limestone can be mined here.
[16:20] You are certain that copper can be mined here.
[16:20] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:20] Roundtime: 11 sec.
[16:20] >
[16:20] --- Lich: go2 active.
[16:20] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:20] [go2]>east
[16:20] You strut east.
[16:20] [Wicked Burrow Mine, Tunnel]
[16:20] Generous flows of water pass through this section of the mine, making the floor slick and the air damp.  Sounds of cracking rock and groaning laborers echo out from deeper within the mine.
[16:20] Obvious exits: northeast, east, west.
[16:20] Room Number: 19123
[16:20] >
[16:20] [go2: travel time: 0:00:00]
[16:20] --- Lich: go2 has exited.
[16:20] [mining-buddy]>prospect
[16:20] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:20] This area is composed of sedimentary rock layers.
[16:20] Studying the geology, you are certain that continued mining will be quite safe.
[16:20] You are certain that soapstone can be mined here.
[16:20] You are certain that iron can be mined here.
[16:20] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:20] Roundtime: 11 sec.
[16:20] >
[16:20] Trader Tindle just arrived.
[16:20] >
[16:20] Trader Tindle goes east.
[16:20] >
[16:20] --- Lich: go2 active.
[16:20] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:20] [go2]>northeast
[16:20] You strut northeast.
[16:20] [Wicked Burrow Mine, Crevice]
[16:20] The tunnel curves around to a narrow crevice illuminated by torches on both sides.  A burly man stands next to a sign indicating only Estate Holders may proceed past this point.
[16:20] Obvious exits: southwest.
[16:20] Room Number: 19124
[16:20] >
[16:20] [go2: travel time: 0:00:00]
[16:20] --- Lich: go2 has exited.
[16:20] [mining-buddy]>prospect
[16:20] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:20] This area is composed of sedimentary rock layers.
[16:20] Studying the geology, you are certain that continued mining will be quite safe.
[16:20] You are certain that sandstone can be mined here.
[16:20] You are certain that nickel can be mined here.
[16:20] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:20] Roundtime: 10 sec.
[16:20] >
[16:20] --- Lich: go2 active.
[16:20] [go2: ETA: 0:00:00 (2 rooms to move through)]
[16:20] [go2]>southwest
[16:20] You strut southwest.
[16:20] [Wicked Burrow Mine, Tunnel]
[16:20] Generous flows of water pass through this section of the mine, making the floor slick and the air damp.  Sounds of cracking rock and groaning laborers echo out from deeper within the mine.
[16:20] Obvious exits: northeast, east, west.
[16:20] Room Number: 19123
[16:20] >
[16:20] [go2]>east
[16:20] You strut east.
[16:20] [Wicked Burrow Mine, Tunnel]
[16:20] Sounds from rushing water fill the area, echoing off the walls in a chaotic chorus.  Every step becomes a potential hazard here from the excessive rubble strewn about the path.  You also see a pile of rocks.
[16:20] Obvious exits: east, west.
[16:20] Room Number: 19088
[16:20] >
[16:20] [go2: travel time: 0:00:00]
[16:20] --- Lich: go2 has exited.
[16:20] [mining-buddy]>prospect
[16:20] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:20] This area is composed of sedimentary rock layers.
[16:20] Studying the geology, you are certain that continued mining will be quite safe.
[16:20] You are certain that soapstone can be mined here.
[16:20] You are certain that oravir can be mined here.
[16:20] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:20] Roundtime: 10 sec.
[16:20] >
[16:20] Trader Tindle just arrived.
[16:20] >
[16:20] Tindle gets down on the ground and crawls through the rocks.
[16:20] >
[16:20] --- Lich: go2 active.
[16:20] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:20] [go2]>east
[16:20] You strut east.
[16:20] [Wicked Burrow Mine, Stream Bank]
[16:20] Water drips and pours from every inch of stone, all headed down the bank and into the fast-moving stream below.  A small bit of light shines in from the west, barely illuminating the barren walls.  You also see a rubble-clogged passageway and a stream bank.
[16:20] Obvious exits: west.
[16:20] Room Number: 19089
[16:20] >
[16:20] [go2: travel time: 0:00:00]
[16:20] --- Lich: go2 has exited.
[16:20] >
[16:20] [mining-buddy]>prospect
[16:20] >
[16:20] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:20] This area is composed of sedimentary rock layers.
[16:20] Studying the geology, you are certain that continued mining will be quite safe.
[16:20] You are certain that soapstone can be mined here.
[16:20] You are certain that copper can be mined here.
[16:20] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:20] Roundtime: 10 sec.
[16:21] >
[16:21] --- Lich: go2 active.
[16:21] [go2: ETA: 0:00:26 (72 rooms to move through)]
[16:21] [go2]>west
[16:21] >
[16:21] You strut west.
[16:21] [Wicked Burrow Mine, Tunnel]
[16:21] Sounds from rushing water fill the area, echoing off the walls in a chaotic chorus.  Every step becomes a potential hazard here from the excessive rubble strewn about the path.  You also see a pile of rocks.
[16:21] Obvious exits: east, west.
[16:21] Room Number: 19088
[16:21] >
[16:21] [go2]>west
[16:21] You strut west.
[16:21] [Wicked Burrow Mine, Tunnel]
[16:21] Generous flows of water pass through this section of the mine, making the floor slick and the air damp.  Sounds of cracking rock and groaning laborers echo out from deeper within the mine.
[16:21] Obvious exits: northeast, east, west.
[16:21] Room Number: 19123
[16:21] >
[16:21] [go2]>west
[16:21] You strut west.
[16:21] [Wicked Burrow Mine, Slope]
[16:21] Rivulets of water stream down the smooth cave walls and collect in small surface puddles.  Haphazardly placed torches illuminate the way deeper into a freshly hewn section of tunnel.
[16:21] Obvious exits: east, up.
[16:21] Room Number: 19122
[16:21] >
[16:21] [go2]>up
[16:21] You strut up.
[16:21] [Wicked Burrow Mine, Slope]
[16:21] A thin layer of moss coats the damp walls in this section of natural tunnel.  Abruptly, the tunnel slopes downward and into the poorly-lit depths below.
[16:21] Obvious exits: northwest, down.
[16:21] Room Number: 19084
[16:21] >
[16:21] [go2]>northwest
[16:21] You run northwest.
[16:21] [Wicked Burrow Mine, Steep Slope]
[16:21] Jagged stalactites reach towards the floor and small pools of water collect along the ground of this natural cavern.  The clank of metal hammering rock echoes from farther into the mine.
[16:21] Obvious exits: north, southeast, west.
[16:21] Room Number: 19082
[16:21] >
[16:21] [go2]>west
[16:21] You run west.
[16:21] [Wicked Burrow Mine, Tunnel]
[16:21] Scattered debris litters the sloped rock floor.  Few torches remain lit here, and they appear to be extinguished entirely in the northern branch.  A marked difference in the coloration of the stone separates the mine entrance from the depths below.
[16:21] Obvious exits: east, southwest.
[16:21] Room Number: 19081
[16:21] >
[16:21] [go2]>southwest
[16:21] >
[16:21] You run southwest.
[16:21] [Wicked Burrow Mine, Tunnel]
[16:21] The ceiling and walls gradually narrow towards the northeast.  Bits and pieces of broken rock litter the floor, remnants of recent mining activity.
[16:21] Obvious exits: northeast, west.
[16:21] Room Number: 19080
[16:21] >
[16:21] [go2]>west
[16:21] You run west.
[16:21] [Wicked Burrow Mine, Entrance]
[16:21] A steady breeze whips past, billowing out from the depths of the mine.  Rows of torches line the walls and cast dancing shadows down the long tunnel ahead.  You also see an opening leading outside.
[16:21] Obvious exits: east.
[16:21] Room Number: 19079
[16:21] >
[16:21] [go2]>go open
[16:21] [Dirge, Hangman's Road]
[16:21] A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone.  Here and there, fragments of bone mingled among the rubble gleam whitely.  The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing.  It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness.  You also see an entrance to the Wicked Burrow Mine.
[16:21] Obvious paths: east, northwest.
[16:21] Room Number: 1284
[16:21] >
[16:21] [go2]>east
[16:21] You run east.
[16:21] [Dirge, Hangman's Road]
[16:21] A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses.  To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins.  You also see a partially opened gate amid the stony rubble.
[16:21] Obvious paths: east, west.
[16:21] Room Number: 1283
[16:21] >
[16:21] [go2]>east
[16:21] You run east.
[16:21] [Dirge, Hangman's Road]
[16:21] Among the cinders and ash, someone has raked a path leading along the outside of the walls.  Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself.  You also see a cinder and ash pathway.
[16:21] Obvious paths: west.
[16:21] Room Number: 1282
[16:21] >
[16:21] [go2]>go path
[16:21] >
[16:21] You notice a spotted cream and gold owl appear overhead, circling.
[16:21] >
[16:21] [Dirge, Outside Gate]
[16:21] A road stops here at a ruined gate of charred and splintered wood.  Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights.  To one side, a compact stone building stands watch over the infrequent traveller and the gate.  You also see a narrow path of cinders and ashes with a faded signpost next to it.
[16:21] Obvious paths: south.
[16:21] Room Number: 1269
[16:21] >
[16:21] [go2]>south
[16:21] >
[16:21] You strut south.
[16:21] [Outside Dirge Town]
[16:21] The road beneath your feet was once well paved but now shows the marks of fire and time.  The stones were blackened and scorched by some great heat, warping some and breaking others.  There is a heavy grey ash everywhere that blows in your face and eyes.  Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1268
[16:21] >
[16:21] [go2]>south
[16:21] You strut south.
[16:21] [Volcanic Ruins, Dirge]
[16:21] Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way.  To the north, twin volcanic cones loom high into the sky.  The small town tucked between their towering masses seems to huddle in on itself.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1267
[16:21] >
[16:21] [go2]>south
[16:21] You strut south.
[16:21] [Lava Fields, Valley]
[16:21] Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops.  Almost mountains in themselves, the outcrops rise steeply from the valley floor.  Nestled between them sits a small, drab-looking town.  Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
[16:21] Obvious paths: north, east.
[16:21] Room Number: 1266
[16:21] >
[16:21] [go2]>east
[16:21] You strut east.
[16:21] [Lava Fields, Ruins]
[16:21] Skirting a ruined farmhouse, you pass among boulders and mounds of ash.  Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water.  Everything is coated in a fine yellow dust.  To the west, the mountains run close together to form a narrow valley.  A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
[16:21] Obvious paths: northeast, west.
[16:21] Room Number: 1265
[16:21] >
[16:21] [go2]>northeast
[16:21] You run northeast.
[16:21] [Lava Fields, Ruins]
[16:21] Endless fields of magma stretch out to the surrounding mountains.  Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone.  A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly.  You also see a sanrisi tree with long gnarled branches.
[16:21] Obvious paths: southeast, southwest.
[16:21] Room Number: 1264
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Lava Fields]
[16:21] The black stone hereabouts blends into the black night and you worry you may lose track of the shallow path labouriously carved into the unyielding rock.  Something white gleams faintly near your feet.
[16:21] Obvious paths: east, northwest.
[16:21] Room Number: 1263
[16:21] >
[16:21] [go2]>east
[16:21] You run east.
[16:21] [Lava Fields]
[16:21] Acres of ruined farmlands stretch out on either side of the road here.  Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren.  Flows of magma, once white hot and liquid, cover the road in places.  A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste.  You also see a massive crater.
[16:21] Obvious paths: southwest, west.
[16:21] Room Number: 1262
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Lava Fields, Narrow Trace]
[16:21] To the west, broken layers of lava and basalt rise in irregular piles.  To the east and north, a narrow plane opens out between steep mountain shoulders.  The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life.  Off to the extreme north, you can make out a narrow valley.
[16:21] Obvious paths: northeast, west.
[16:21] Room Number: 1261
[16:21] >
[16:21] [go2]>west
[16:21] You run west.
[16:21] [Lava Fields, Narrow Trace]
[16:21] Faint markings etched into irregular boulders are your only guide in this trackless waste.  Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity.  Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it.  You also see a narrow trail.
[16:21] Obvious paths: east, southwest.
[16:21] Room Number: 1260
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Lava Fields, Narrow Trace]
[16:21] The barest hint of a path undulates along the irregular crests of frozen rills of lava.  Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene.  The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
[16:21] Obvious paths: northeast, west.
[16:21] Room Number: 1259
[16:21] >
[16:21] [go2]>west
[16:21] >
[16:21] You run west.
[16:21] [Lava Fields, Narrow Trace]
[16:21] Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash.  A narrow road lies between high boulders in the other direction.  Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
[16:21] Obvious paths: east.
[16:21] Room Number: 1258
[16:21] >
[16:21] [go2]>go road
[16:21] >
[16:21] [North Roads Caravansary]
[16:21] The road runs northwest past a cluster of stone buildings and stables to one side.  A narrow path branches off to the east following a rough line of hills while another section continues southeast.  You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire.  Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink.  You also see a freshly-painted roadsign pointing north.
[16:21] Also here: Biomancer Meganlique.
[16:21] Obvious paths: north, southeast, northwest.
[16:21] Room Number: 1220
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northwest Road, Volcanic Hills]
[16:21] The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows.  Someone has hacked the outline of a path into the unyielding rock to guide you.  To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
[16:21] Obvious paths: southeast, northwest.
[16:21] Room Number: 1219
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northwest Road, Volcanic Hills]
[16:21] A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest.  Dead trees, charred to short stumps, form a dismal grove to one side of the pathway.  Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air.  A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed.  You also see a dismal grove.
[16:21] Obvious paths: southeast, northwest.
[16:21] Room Number: 1218
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northwest Road, Volcanic Hills]
[16:21] The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills.  Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust.  It gets in your mouth and you spit out a foul, bitter taste.  To one side a ruined cart lies abandoned and stripped of everything useful.
[16:21] Obvious paths: southeast, northwest.
[16:21] Room Number: 1217
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northern Trade Road, Broken Hills]
[16:21] Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the stars and moons.  The hills gradually become larger as they march northward, growing into glassy, black volcanic hills that all but vanish into the night.
[16:21] Obvious paths: south, northwest.
[16:21] Room Number: 1216
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Broken Hills]
[16:21] The hills to either side are made of the broken remains of rock and debris.  You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind.  To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on.
[16:21] Obvious paths: north, southwest.
[16:21] Room Number: 1215
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Cinder Cones]
[16:21] The cinder cones crowd in uncomfortably close on either side, their shadows throwing eerie shapes across your path.  A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1214
[16:21] >
[16:21] [go2]>southwest
[16:21] >
[16:21] You notice a spotted cream and gold owl appear overhead, circling.
[16:21] >
[16:21] You run southwest.
[16:21] [Northern Trade Road, Cinder Cones]
[16:21] To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge.  Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1213
[16:21] >
[16:21] [go2]>southwest
[16:21] Summoning Lord Torgro just arrived.
[16:21] >
[16:21] You run southwest.
[16:21] [Northern Trade Road, Burned Forest]
[16:21] The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots.  A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1212
[16:21] >
[16:21] Summoning Lord Torgro just arrived.
[16:21] >
[16:21] [go2]>southwest
[16:21] Summoning Lord Torgro runs southwest.
[16:21] >
[16:21] You run southwest.
[16:21] [Northern Trade Road, Burned Forest]
[16:21] The scorched remains of trees stand all about you, clawing at the stars as if in complaint of the injustice done to them.  A chill wind winds around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the night.
[16:21] Obvious paths: northeast, south.
[16:21] Room Number: 1211
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Wastelands]
[16:21] The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness.  A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1210
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Wastelands]
[16:21] Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon.  Overhead the sky is black, the celestial light filtered by a heavy haze that turns the clean light into a sickly parody of purity.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1209
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Wastelands]
[16:21] Something has scoured this place of all life, or a harsh god created it with no life at all.  The rocks are oddly smooth and darker than normal agate and granite.  Nothing moves, no birds, no insects, no weeds or wind.  Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
[16:21] Obvious paths: north, southeast.
[16:21] Room Number: 1208
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northern Trade Road, Wastelands]
[16:21] The land lies blasted, the earth revealed in forlorn despair about you.  Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
[16:21] Obvious paths: southwest, northwest.
[16:21] Room Number: 1207
[16:21] >
[16:21] [go2]>southwest
[16:21] >
[16:21] You run southwest.
[16:21] [Northern Trade Road, Stony Plains]
[16:21] An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree.  The tiny plant seems to be surviving on raw defiance alone.
[16:21] Obvious paths: northeast, south.
[16:21] Room Number: 1206
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Stony Plains]
[16:21] The ground is hard and unyielding underfoot, and the moonlight causes the stones to cast eerie shadows you don't like to think about.  Out of the corner of your eye you think you see something move, but when you turn to look, there is nothing there.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1205
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Stony Plains]
[16:21] Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim.  Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone.  To the south a dark forest blots the horizon.  You also see a weathered caravan with several things on it.
[16:21] Also here: Price Gouger Dhalinar.
[16:21] Obvious paths: north, southwest.
[16:21] Room Number: 1204
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Open Forest]
[16:21] Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping.  The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1203
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Deep Forest]
[16:21] Heavy, still air hangs in pockets about you, weighing down sound and movement.  Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss.  They pull the sickly-colored stuff about them the way a Human child hides under a security blanket.  You also see a forest path.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1202
[16:21] >
[16:21] [go2]>southwest
[16:21] >
[16:21] You run southwest.
[16:21] [Northern Trade Road, Deep Forest]
[16:21] The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen.  The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched.  You also see a dense copse.
[16:21] Obvious paths: northeast, south.
[16:21] Room Number: 1201
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Forest Clearing]
[16:21] The grass is flourishing here despite the apparent blight of the rest of the wood.  Facing east beside the road is a squat stone monolith with an indentation in its top.  Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1200
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Forest Clearing]
[16:21] Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin.  A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest.
[16:21] Obvious paths: north, southeast.
[16:21] Room Number: 1199
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northern Trade Road, Deep Forest]
[16:21] The trees grow close together, as if in fear of something.  The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction.
[16:21] Obvious paths: southeast, northwest.
[16:21] Room Number: 1198
[16:21] >
[16:21] [go2]>southeast
[16:21] You run southeast.
[16:21] [Northern Trade Road, Deep Forest]
[16:21] Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair.  There is a disturbing lack of birds and animals about.
[16:21] Obvious paths: south, northwest.
[16:21] Room Number: 1197
[16:21] >
[16:21] [go2]>south
[16:21] You notice a spotted cream and gold owl appear overhead, circling.
[16:21] >
[16:21] You run south.
[16:21] [Northern Trade Road, Open Forest]
[16:21] The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees.  Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark.  The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
[16:21] Obvious paths: north, southwest.
[16:21] Room Number: 1196
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Meadowlands]
[16:21] The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here.  To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
[16:21] Obvious paths: northeast, south.
[16:21] Room Number: 1195
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Meadowlands]
[16:21] The grass is a thick, dark green carpet that spreads over the land in rolling abundance.  A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures.  A river runs to the south, over which spans a sturdy wood and stone bridge.
[16:21] Obvious paths: north.
[16:21] Room Number: 1194
[16:21] >
[16:21] [go2]>go bridge
[16:21] [Northern Trade Road, On the Bridge]
[16:21] The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge.  Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1193
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, River's Bank]
[16:21] A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar.  To the north the land changes dramatically from plains to the darker, more verdant green of meadows.  To the south stretches a narrow strip of grassland.  A sturdy wood and stone bridge spans the river, allowing safe passage.  You also see a roadsign.
[16:21] Obvious paths: east, south.
[16:21] Room Number: 1184
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Open Grasslands]
[16:21] The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention.   Flowers, closed for the evening, bob along in time with the lonely music the breezes create with the plains.  You can hear the babble of rushing water coming from the north.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1183
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Open Grasslands]
[16:21] Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now.  While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1182
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Grasslands]
[16:21] A cloud of flint-dry dust rises on every breeze, making you sneeze.  For the most part, you see the grasslands about you in a state of decay and near death.  Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards.  Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past.  You also see a charred tree stump.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1181
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Rolling Hills]
[16:21] Massive flocks of small black birds wheel and dive among the low hills on either side.  They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air.  A miasma of musty smells and unknown odors roils in your nostrils.  The ground to the north descends into a faint mist or cloud in the air.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1180
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Foothills]
[16:21] Heavily wooded hills rise on both sides as the roadway winds among them.  The air is dead and stale, any breeze is blocked by the trees and hills.  Clouds of gnats and worse seem to follow you, getting in your mouth and hair.  There is a faint smell of damp earth and rotting vegetation.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1179
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Foothills]
[16:21] Tall trees grow thickly to the south as the road climbs into a narrow valley.  Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
[16:21] Obvious paths: north, southeast.
[16:21] Room Number: 1178
[16:21] >
[16:21] [go2]>southeast
[16:21] >
[16:21] You run southeast.
[16:21] [Northern Trade Road, Wooded Valley]
[16:21] Tall trees grow close along both sides of the road.  Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest.  Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
[16:21] Obvious paths: southwest, northwest.
[16:21] Room Number: 1177
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Wooded Valley]
[16:21] You come upon a small clearing in the heavy woods that allows a view of the sky.  A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead.  There is an unnerving quiet here, even the wind seems to have died.  You feel a stranger in this wild place, perhaps an unwelcome stranger.  You also see a faded roadsign.
[16:21] Obvious paths: northeast, southwest.
[16:21] Room Number: 1176
[16:21] >
[16:21] [go2]>sw
[16:21] You run southwest.
[16:21] [Northern Trade Road, Wooded Valley]
[16:21] Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance.  Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees.  Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
[16:21] Obvious paths: northeast, west.
[16:21] Room Number: 1175
[16:21] >
[16:21] [go2]>west
[16:21] You run west.
[16:21] [Northern Trade Road, Mountain Trail]
[16:21] The road rises sharply to the west as it wends among the steep mountains.  Eastward, it falls away into a narrow, heavily-wooded valley.  Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
[16:21] Obvious paths: east, west.
[16:21] Room Number: 1174
[16:21] >
[16:21] [go2]>west
[16:21] You run west.
[16:21] [Northern Trade Road, Mountain Trail]
[16:21] A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall.  One broken and shattered bone shows you that someone or something was far less fortunate in times past.  You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
[16:21] Obvious paths: east, south.
[16:21] Room Number: 1173
[16:21] >
[16:21] [go2]>south
[16:21] >
[16:21] You notice a spotted cream and gold owl appear overhead, circling.
[16:21] >
[16:21] You run south.
[16:21] [Northern Trade Road, Mountain Pass]
[16:21] The road passes onto an almost level area as you work your way through a narrow gap in the mountains.  Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers.  A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
[16:21] Obvious paths: north, southwest.
[16:21] Room Number: 1172
[16:21] >
[16:21] [go2]>southwest
[16:21] You run southwest.
[16:21] [Northern Trade Road, Mountain Trail]
[16:21] You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock.  Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead.  You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
[16:21] Obvious paths: northeast, south.
[16:21] Room Number: 1171
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Mountain Trail]
[16:21] The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path.  Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
[16:21] Also here: Siketa.
[16:21] Obvious paths: north, south.
[16:21] Room Number: 1170
[16:21] >
[16:21] [go2]>south
[16:21] You run south.
[16:21] [Northern Trade Road, Foothills]
[16:21] You travel through a small dell that rises northwards into a narrow pass.  You follow the path with your eyes until it fades from view among the steeply rising mountains.  Southward a low hill rises, bearing the roadway along its shoulders.  A Trader's Guild outpost sits alongside the stony trail.  You also see a sturdy metal blacksmith's caravan lead by a team of massive black bulls with several things on it, a weathered roadsign, a stone marker, a stony trail, The Guild Stables and a wrecked barricade.
[16:21] Obvious paths: north, west.
[16:21] Room Number: 1169
[16:21] >
[16:21] [go2]>climb trail
[16:21] [Foothills, Stony Incline]
[16:21] Taking the opportunity to examine the distant countryside, large green forests in the southwest, flatlands to the south and the large ocean expanse to the southeast all catch the eye.  All seem more attractive than the forbidding set of cliffs up ahead.  You also see a weathered obsidian marker, a small overgrown path and a stony trail.
[16:21] Obvious paths: up.
[16:21] Room Number: 1187
[16:21] >
[16:21] [go2]>up
[16:21] >
[16:21] A sturdy metal blacksmith's caravan lead by a team of massive black bulls climbed down a stony trail.
[16:21] >
[16:21] You strut up.
[16:21] [Lairocott Brach, Entrance]
[16:21] Placed in the wall of the sheer cliff is a huge stone door with an arched top.  Two large lifelike sentinels, one on either side of the door, stand at attention in silence.  You also see a piece of plain origami paper.
[16:21] Obvious paths: west, down.
[16:21] Room Number: 1188
[16:21] >
[16:21] [go2]>west
[16:21] You strut west.
[16:21] [Mountainous Route]
[16:21] Loose rocks from recent landslides cover the trail making progress slightly more precarious and slower.  A strong creeper seems to have won a battle with the steep cliff face and secured holds in the rock as far up as you can see.
[16:21] Obvious paths: east, up.
[16:21] Room Number: 1189
[16:21] >
[16:21] [go2]>stow left
[16:21] Stow what?  Type 'STOW HELP' for details.
[16:21] >
[16:21] [go2]>stow right
[16:21] Stow what?  Type 'STOW HELP' for details.
[16:21] >
[16:21] [go2]>climb creeper
[16:21] You scamper up and over the rock face.
[16:21] 
[16:21] [Abandoned Mine, Entrance]
[16:21] Gigantic boulders are strewn all over, steep rock faces surround this area and a large hole lies in the ground.  Firmly secured to several of the boulders is a rope ladder.  Other than the sinkhole, there do not appear to be any obvious exits.  You also see a strong creeper.
[16:21] Obvious paths: none.
[16:21] [Roundtime: 9 seconds]
[16:21] Room Number: 7261
[16:21] >
[16:21] You feel fully rested.
[16:21] >
[16:21] You notice a spotted cream and gold owl appear overhead, circling.
[16:21] >
[16:21] [go2]>climb ladder
[16:21] You quickly lower yourself down the rope ladder and find yourself on a ledge.
[16:21] 
[16:21] [Abandoned Mine, Ledge]
[16:21] More shining deposits glitter before your eyes.  Making a mental note of the exact location, you consider returning with the correct tools to mine these rich deposits.  High above shines a faint light, possibly the exit from the mine.  A rope ladder dangles above you.  You also see a rope.
[16:21] Obvious exits: none.
[16:21] Roundtime: 9 sec.
[16:21] Room Number: 7262
[16:21] >
[16:21] You sense that your familiar is traveling.
[16:21] >
[16:21] [go2: travel time: 0:00:44]
[16:21] --- Lich: go2 has exited.
[16:21] [mining-buddy]>prospect
[16:21] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:21] This area is composed of metamorphic rock layers.
[16:21] Studying the geology, you are certain that continued mining will be quite safe.
[16:21] You are certain that alabaster can be mined here.
[16:21] You are certain that darkstone can be mined here.
[16:21] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:21] Roundtime: 8 sec.
[16:21] >
[16:21] You are still rather wet, but drying off nicely.
[16:21] >
[16:21] --- Lich: mine active.
[16:21] >
[16:21] [mine]>get my shovel
[16:21] You pull at it, but the ties prevent you.  Maybe if you untie it, first?
[16:21] >
[16:21] [mine]>untie my shovel
[16:21] You remove a tomiek shovel emblazoned with chaotic balls of lightning from your forger's belt.
[16:21] >
[16:21] [mine]>prospect
[16:21] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:21] This area is composed of metamorphic rock layers.
[16:21] Studying the geology, you are certain that continued mining will be quite safe.
[16:21] You are certain that alabaster can be mined here.
[16:21] You are certain that darkstone can be mined here.
[16:21] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:21] Roundtime: 11 sec.
[16:22] >
[16:22] [mine]>mine
[16:22] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:22] Roundtime: 8 sec.
[16:22] >
[16:22] [mine]>mine
[16:22] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:22] Roundtime: 6 sec.
[16:22] >
[16:22] The ground rumbles ominously.
[16:22] >
[16:22] [mine]>prospect danger
[16:22] You scan the area and determine that continued mining here would be slightly dangerous because the ground rumblings signal a pending explosion.  Your analysis has shown a way to significantly reduce the danger present by adjusting the angle of mining.  Using a discarded stone you make several notations on the wall both to remind yourself and to direct other miners.
[16:22] Roundtime: 16 sec.
[16:22] >
[16:22] [mine]>mine
[16:22] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:22] Roundtime: 6 sec.
[16:22] >
[16:22] [mine]>mine
[16:22] Pebbles scatter and a plume of dust hazes the air as your tomiek shovel strikes stone.  A dislodged alabaster rock topples free.
[16:22] Roundtime: 9 sec.
[16:22] >
[16:22] [mine]>mine
[16:22] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:22] Roundtime: 8 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:23] Roundtime: 6 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] Pebbles scatter and a plume of dust hazes the air as your tomiek shovel strikes stone.  A dislodged alabaster stone topples free.
[16:23] Roundtime: 5 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:23] Roundtime: 5 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] >
[16:23] You swing your tomiek shovel, sending chips of stone flying.
[16:23] Roundtime: 5 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] A spill of stone reveals the faint glimmer of metal beneath!
[16:23] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster pebble and a small darkstone fragment are visible on the ground.
[16:23] Roundtime: 23 sec.
[16:23] >
[16:23] [mine]>get my packet
[16:23] You get a packet of deed claim forms from inside your embroidered backpack.
[16:23] >
[16:23] [mine]>push Darkstone fragment with my packet
[16:23] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:23] Your hands are full, so you place the deed on the ground in front of you.
[16:23] >
[16:23] [mine]>stow my packet
[16:23] You put your packet in your embroidered backpack.
[16:23] >
[16:23] [mine]>stow deed
[16:23] You pick up a deed for a small darkstone fragment.
[16:23] You put your deed in your embroidered backpack.
[16:23] >
[16:23] [mine]>mine
[16:23] You swing your tomiek shovel, sending chips of stone flying.
[16:23] Roundtime: 7 sec.
[16:23] >
[16:23] [mine]>mine
[16:23] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:23] Roundtime: 6 sec.
[16:24] >
[16:24] [mine]>mine
[16:24] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster stone and a tiny darkstone fragment are visible on the ground.
[16:24] Roundtime: 23 sec.
[16:24] >
[16:24] [mine]>get my packet
[16:24] You get a packet of deed claim forms from inside your embroidered backpack.
[16:24] >
[16:24] [mine]>push Darkstone fragment with my packet
[16:24] >
[16:24] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:24] Your hands are full, so you place the deed on the ground in front of you.
[16:24] >
[16:24] [mine]>stow my packet
[16:24] You put your packet in your embroidered backpack.
[16:24] >
[16:24] [mine]>stow deed
[16:24] You pick up a deed for a tiny darkstone fragment.
[16:24] You put your deed in your embroidered backpack.
[16:24] >
[16:24] [mine]>mine
[16:24] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:24] Roundtime: 6 sec.
[16:24] >
[16:24] [mine]>mine
[16:24] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:24] Roundtime: 7 sec.
[16:24] >
[16:24] [mine]>mine
[16:24] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:24] Roundtime: 8 sec.
[16:24] >
[16:24] [mine]>mine
[16:24] Pebbles scatter and a plume of dust hazes the air as your tomiek shovel strikes stone.  A dislodged alabaster stone topples free.
[16:24] Roundtime: 7 sec.
[16:24] >
[16:24] Patole just climbed down the rope ladder.
[16:24] >
[16:24] [mine]>mine
[16:24] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:24] Roundtime: 10 sec.
[16:25] >
[16:25] Patole just climbed up the rope ladder.
[16:25] >
[16:25] [mine]>mine
[16:25] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:25] Roundtime: 6 sec.
[16:25] >
[16:25] [mine]>mine
[16:25] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a small alabaster rock and a medium darkstone fragment are visible on the ground.
[16:25] Roundtime: 10 sec.
[16:25] >
[16:25] Patole just climbed down the rope ladder.
[16:25] >
[16:25] [mine]>get my packet
[16:25] You get a packet of deed claim forms from inside your embroidered backpack.
[16:25] >
[16:25] [mine]>push Darkstone fragment with my packet
[16:25] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:25] Your hands are full, so you place the deed on the ground in front of you.
[16:25] >
[16:25] [mine]>stow my packet
[16:25] You put your packet in your embroidered backpack.
[16:25] >
[16:25] [mine]>stow deed
[16:25] You pick up a deed for a medium darkstone fragment.
[16:25] You put your deed in your embroidered backpack.
[16:25] >
[16:25] [mine]>mine
[16:25] >
[16:25] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:25] Roundtime: 9 sec.
[16:25] >
[16:25] Native Patole climbed down a rope.
[16:25] >
[16:25] [mine]>mine
[16:25] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:25] Roundtime: 9 sec.
[16:25] >
[16:25] The ground shifts under your feet, sending a large alabaster rock rolling away.
[16:25] >
[16:25] [mine]>mine
[16:25] Sparks fly as your tomiek shovel digs into a vein of metal.  A medium darkstone fragment falls to the ground!
[16:25] Roundtime: 5 sec.
[16:25] >
[16:25] [mine]>get my packet
[16:25] You get a packet of deed claim forms from inside your embroidered backpack.
[16:25] >
[16:25] [mine]>push Darkstone fragment with my packet
[16:25] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:25] Your hands are full, so you place the deed on the ground in front of you.
[16:25] >
[16:25] [mine]>stow my packet
[16:25] You put your packet in your embroidered backpack.
[16:25] >
[16:25] [mine]>stow deed
[16:25] >
[16:25] You pick up a deed for a medium darkstone fragment.
[16:25] You put your deed in your embroidered backpack.
[16:25] >
[16:25] [mine]>mine
[16:25] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:25] Roundtime: 7 sec.
[16:25] >
[16:25] [mine]>mine
[16:26] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:26] Roundtime: 8 sec.
[16:26] >
[16:26] [mine]>prospect
[16:26] You see evidence of mineral deposits and are certain a decent quantity (2/5) remains to be found.
[16:26] This area is composed of metamorphic rock layers.
[16:26] Studying the geology, you are certain that continued mining will be quite safe.
[16:26] You are certain that alabaster can be mined here.
[16:26] You are certain that darkstone can be mined here.
[16:26] You recognize some markings on the wall pointing to a safer mining angle as your own.
[16:26] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:26] Roundtime: 10 sec.
[16:26] >
[16:26] With a crack, an alabaster pebble shatters apart.
[16:26] >
[16:26] An alabaster stone crumbles to dust.
[16:26] >
[16:26] [mine]>mine
[16:26] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:26] Roundtime: 9 sec.
[16:26] >
[16:26] [mine]>mine
[16:26] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster stone and a medium darkstone fragment are visible on the ground.
[16:26] Roundtime: 17 sec.
[16:26] >
[16:26] [mine]>get my packet
[16:26] You get a packet of deed claim forms from inside your embroidered backpack.
[16:26] >
[16:26] [mine]>push Darkstone fragment with my packet
[16:26] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:26] Your hands are full, so you place the deed on the ground in front of you.
[16:26] >
[16:26] [mine]>stow my packet
[16:26] >
[16:26] You put your packet in your embroidered backpack.
[16:26] >
[16:26] [mine]>stow deed
[16:26] You pick up a deed for a medium darkstone fragment.
[16:26] You put your deed in your embroidered backpack.
[16:26] >
[16:26] [mine]>mine
[16:26] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:26] Roundtime: 8 sec.
[16:26] >
[16:26] Your feet are finally dry.
[16:26] >
[16:26] [mine]>mine
[16:26] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:26] Roundtime: 4 sec.
[16:26] >
[16:26] [mine]>mine
[16:26] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:26] Roundtime: 7 sec.
[16:27] >
[16:27] With a crack, an alabaster stone shatters apart.
[16:27] >
[16:27] [mine]>mine
[16:27] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:27] Roundtime: 4 sec.
[16:27] >
[16:27] [mine]>mine
[16:27] Sparks fly as your tomiek shovel digs into a vein of metal.  A small darkstone fragment falls to the ground!
[16:27] Roundtime: 4 sec.
[16:27] >
[16:27] [mine]>get my packet
[16:27] You get a packet of deed claim forms from inside your embroidered backpack.
[16:27] >
[16:27] [mine]>push Darkstone fragment with my packet
[16:27] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:27] Your hands are full, so you place the deed on the ground in front of you.
[16:27] >
[16:27] [mine]>stow my packet
[16:27] You put your packet in your embroidered backpack.
[16:27] >
[16:27] [mine]>stow deed
[16:27] You pick up a deed for a small darkstone fragment.
[16:27] You put your deed in your embroidered backpack.
[16:27] >
[16:27] [mine]>mine
[16:27] You swing your tomiek shovel, sending chips of stone flying.
[16:27] Roundtime: 6 sec.
[16:27] >
[16:27] [mine]>mine
[16:27] You swing your tomiek shovel, sending chips of stone flying.
[16:27] Roundtime: 5 sec.
[16:27] >
[16:27] [mine]>mine
[16:27] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster stone and a tiny darkstone fragment are visible on the ground.
[16:27] Roundtime: 13 sec.
[16:27] >
[16:27] [mine]>get my packet
[16:27] You get a packet of deed claim forms from inside your embroidered backpack.
[16:27] >
[16:27] [mine]>push Darkstone fragment with my packet
[16:27] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:27] Your hands are full, so you place the deed on the ground in front of you.
[16:27] >
[16:27] [mine]>stow my packet
[16:27] You put your packet in your embroidered backpack.
[16:27] >
[16:27] [mine]>stow deed
[16:27] You pick up a deed for a tiny darkstone fragment.
[16:27] You put your deed in your embroidered backpack.
[16:27] >
[16:27] Kenamer just climbed down the rope ladder.
[16:27] >
[16:27] [mine]>mine
[16:27] You swing your tomiek shovel, sending chips of stone flying.
[16:27] Roundtime: 6 sec.
[16:27] >
[16:27] Sir Kenamer climbed down a rope.
[16:27] >
[16:27] [mine]>mine
[16:27] You swing your tomiek shovel, sending chips of stone flying.
[16:27] Roundtime: 4 sec.
[16:27] >
[16:27] [mine]>mine
[16:27] You swing your tomiek shovel, sending chips of stone flying.
[16:27] Roundtime: 8 sec.
[16:27] >
[16:27] With a crack, a small alabaster rock shatters apart.
[16:28] >
[16:28] [mine]>mine
[16:28] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a small alabaster rock and a large darkstone fragment are visible on the ground.
[16:28] Roundtime: 24 sec.
[16:28] >
[16:28] An alabaster stone crumbles to dust.
[16:28] >
[16:28] [mine]>get my packet
[16:28] You get a packet of deed claim forms from inside your embroidered backpack.
[16:28] >
[16:28] [mine]>push Darkstone fragment with my packet
[16:28] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:28] Your hands are full, so you place the deed on the ground in front of you.
[16:28] >
[16:28] [mine]>stow my packet
[16:28] You put your packet in your embroidered backpack.
[16:28] >
[16:28] [mine]>stow deed
[16:28] You pick up a deed for a large darkstone fragment.
[16:28] You put your deed in your embroidered backpack.
[16:28] >
[16:28] [mine]>mine
[16:28] You swing your tomiek shovel, sending chips of stone flying.
[16:28] Roundtime: 3 sec.
[16:28] >
[16:28] [mine]>prospect
[16:28] You see evidence of mineral deposits and are certain a small quantity (1/5) remains to be found.
[16:28] This area is composed of metamorphic rock layers.
[16:28] Studying the geology, you are certain that continued mining will be quite safe.
[16:28] You are certain that alabaster can be mined here.
[16:28] You are certain that darkstone can be mined here.
[16:28] You recognize some markings on the wall pointing to a safer mining angle as your own.
[16:28] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:28] Roundtime: 11 sec.
[16:28] >
[16:28] [mine]>mine
[16:28] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:28] Roundtime: 7 sec.
[16:28] >
[16:28] [mine]>mine
[16:28] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a large alabaster rock and a large darkstone fragment are visible on the ground.
[16:28] Roundtime: 15 sec.
[16:29] >
[16:29] [mine]>get my packet
[16:29] You get a packet of deed claim forms from inside your embroidered backpack.
[16:29] >
[16:29] [mine]>push Darkstone fragment with my packet
[16:29] With a crack, an alabaster stone shatters apart.
[16:29] >
[16:29] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:29] Your hands are full, so you place the deed on the ground in front of you.
[16:29] >
[16:29] [mine]>stow my packet
[16:29] You put your packet in your embroidered backpack.
[16:29] >
[16:29] [mine]>stow deed
[16:29] You pick up a deed for a large darkstone fragment.
[16:29] You put your deed in your embroidered backpack.
[16:29] >
[16:29] [mine]>mine
[16:29] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:29] Roundtime: 3 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] You swing your tomiek shovel, sending chips of stone flying.
[16:29] Roundtime: 7 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:29] Roundtime: 6 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster stone and a medium darkstone fragment are visible on the ground.
[16:29] Roundtime: 11 sec.
[16:29] >
[16:29] [mine]>get my packet
[16:29] You get a packet of deed claim forms from inside your embroidered backpack.
[16:29] >
[16:29] [mine]>push Darkstone fragment with my packet
[16:29] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:29] Your hands are full, so you place the deed on the ground in front of you.
[16:29] >
[16:29] [mine]>stow my packet
[16:29] You put your packet in your embroidered backpack.
[16:29] >
[16:29] [mine]>stow deed
[16:29] You pick up a deed for a medium darkstone fragment.
[16:29] You put your deed in your embroidered backpack.
[16:29] >
[16:29] [mine]>mine
[16:29] >
[16:29] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:29] Roundtime: 7 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:29] Roundtime: 5 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:29] Roundtime: 8 sec.
[16:29] >
[16:29] [mine]>mine
[16:29] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster pebble and a small darkstone fragment are visible on the ground.
[16:29] Roundtime: 21 sec.
[16:29] >
[16:29] The floor shudders briefly, causing pebbles and bits of stone to cascade to the ground.
[16:30] >
[16:30] [mine]>get my packet
[16:30] You get a packet of deed claim forms from inside your embroidered backpack.
[16:30] >
[16:30] [mine]>push Darkstone fragment with my packet
[16:30] >
[16:30] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:30] Your hands are full, so you place the deed on the ground in front of you.
[16:30] >
[16:30] [mine]>stow my packet
[16:30] You put your packet in your embroidered backpack.
[16:30] >
[16:30] [mine]>stow deed
[16:30] You pick up a deed for a small darkstone fragment.
[16:30] You put your deed in your embroidered backpack.
[16:30] >
[16:30] [mine]>prospect danger
[16:30] You scan the area and determine that continued mining here would be slightly dangerous because the unsound stone walls are likely to result in collapse.  Your analysis has shown a way to significantly reduce the danger present by adjusting the angle of mining.  Using a discarded stone you make several notations on the wall both to remind yourself and to direct other miners.
[16:30] Roundtime: 14 sec.
[16:30] >
[16:30] Loose rubble falls on an alabaster stone, breaking it to pieces.
[16:30] >
[16:30] [mine]>prospect
[16:30] You see evidence of mineral deposits and are certain a small quantity (1/5) remains to be found.
[16:30] This area is composed of metamorphic rock layers.
[16:30] Studying the geology, you are certain that continued mining will be quite safe.
[16:30] You are certain that alabaster can be mined here.
[16:30] You are certain that darkstone can be mined here.
[16:30] You recognize some markings on the wall pointing to a safer mining angle as your own.
[16:30] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:30] Roundtime: 12 sec.
[16:30] >
[16:30] [mine]>mine
[16:30] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:30] Roundtime: 5 sec.
[16:30] >
[16:30] [mine]>mine
[16:30] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:30] Roundtime: 6 sec.
[16:30] >
[16:30] [mine]>mine
[16:30] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:30] Roundtime: 4 sec.
[16:30] >
[16:30] A small alabaster rock crumbles to dust.
[16:30] >
[16:30] [mine]>mine
[16:30] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster stone and a huge darkstone fragment are visible on the ground.
[16:30] Roundtime: 16 sec.
[16:31] >;chat need a lot of TM for more than 1 blade
[16:31] [mine]>get my packet
[16:31] You get a packet of deed claim forms from inside your embroidered backpack.
[16:31] >
[16:31] [mine]>push Darkstone fragment with my packet
[16:31] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:31] Your hands are full, so you place the deed on the ground in front of you.
[16:31] >
[16:31] [mine]>stow my packet
[16:31] You put your packet in your embroidered backpack.
[16:31] >
[16:31] [mine]>stow deed
[16:31] You pick up a deed for a huge darkstone fragment.
[16:31] You put your deed in your embroidered backpack.
[16:31] >
[16:31] [mine]>mine
[16:31] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:31] Roundtime: 9 sec.
[16:31] >
[16:31] [mine]>mine
[16:31] You swing your tomiek shovel, sending chips of stone flying.
[16:31] Roundtime: 9 sec.
[16:31] >
[16:31] [mine]>mine
[16:31] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:31] Roundtime: 5 sec.
[16:31] >
[16:31] [mine]>mine
[16:31] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:31] Roundtime: 4 sec.
[16:31] >
[16:31] Native Patole climbed up a rope.
[16:31] >
[16:31] [mine]>mine
[16:31] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster pebble and a tiny darkstone fragment are visible on the ground.
[16:31] Roundtime: 22 sec.
[16:31] >
[16:31] Patole puts his shovel in his leather pack.
[16:31] >
[16:31] Patole just climbed up the rope ladder.
[16:31] >
[16:31] The ground shifts under your feet, sending a large alabaster rock rolling away.
[16:31] >
[16:31] Cidemon just climbed down the rope ladder.
[16:31] >
[16:31] You feel the winds surrounding you disperse.
[16:31] >
[16:31] Legendary Trader Cidemon climbed down a rope.
[16:32] >
[16:32] [mine]>get my packet
[16:32] You get a packet of deed claim forms from inside your embroidered backpack.
[16:32] >
[16:32] [mine]>push Darkstone fragment with my packet
[16:32] >
[16:32] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:32] Your hands are full, so you place the deed on the ground in front of you.
[16:32] >
[16:32] [mine]>stow my packet
[16:32] You put your packet in your embroidered backpack.
[16:32] >
[16:32] [mine]>stow deed
[16:32] You pick up a deed for a tiny darkstone fragment.
[16:32] You put your deed in your embroidered backpack.
[16:32] >
[16:32] [mine]>mine
[16:32] You swing your tomiek shovel, sending chips of stone flying.
[16:32] Roundtime: 3 sec.
[16:32] >
[16:32] [mine]>prospect
[16:32] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:32] This area is composed of metamorphic rock layers.
[16:32] Studying the geology, you are certain that continued mining will be quite safe.
[16:32] You are certain that alabaster can be mined here.
[16:32] You are certain that darkstone can be mined here.
[16:32] You recognize some markings on the wall pointing to a safer mining angle as your own.
[16:32] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:32] Roundtime: 10 sec.
[16:32] >
[16:32] [mine]>mine
[16:32] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:32] Roundtime: 5 sec.
[16:32] >
[16:32] [mine]>mine
[16:32] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a large alabaster rock and a large darkstone fragment are visible on the ground.
[16:32] Roundtime: 8 sec.
[16:32] >
[16:32] An alabaster pebble crumbles to dust.
[16:32] >
[16:32] An alabaster stone crumbles to dust.
[16:32] >
[16:32] [mine]>get my packet
[16:32] You get a packet of deed claim forms from inside your embroidered backpack.
[16:32] >
[16:32] [mine]>push Darkstone fragment with my packet
[16:32] >
[16:32] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:32] Your hands are full, so you place the deed on the ground in front of you.
[16:32] >
[16:32] [mine]>stow my packet
[16:32] You put your packet in your embroidered backpack.
[16:32] >
[16:32] [mine]>stow deed
[16:32] You pick up a deed for a large darkstone fragment.
[16:32] You put your deed in your embroidered backpack.
[16:32] >
[16:32] [mine]>mine
[16:32] A disconcerting rumble follows the swing of your tomiek shovel, but fortunately only a handful of stones shower down.  One of them clips you lightly as you try to take cover.
[16:32] Roundtime: 12 sec.
[16:32] >
[16:32] [mine]>mine
[16:32] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:32] Roundtime: 6 sec.
[16:32] >
[16:32] Legendary Trader Cidemon climbed up a rope.
[16:32] >
[16:32] Cidemon just climbed up the rope ladder.
[16:32] >
[16:32] [mine]>mine
[16:32] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:32] Roundtime: 3 sec.
[16:32] >
[16:32] [mine]>prospect
[16:32] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:32] This area is composed of metamorphic rock layers.
[16:32] Studying the geology, you are certain that continued mining will be quite safe.
[16:32] You are certain that alabaster can be mined here.
[16:32] You are certain that darkstone can be mined here.
[16:32] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:32] Roundtime: 9 sec.
[16:33] >
[16:33] [mine]>mine
[16:33] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:33] Roundtime: 9 sec.
[16:33] >
[16:33] [mine]>mine
[16:33] Sparks fly as your tomiek shovel digs into a vein of metal.  A large darkstone fragment falls to the ground!
[16:33] Roundtime: 8 sec.
[16:33] >
[16:33] [mine]>get my packet
[16:33] You get a packet of deed claim forms from inside your embroidered backpack.
[16:33] >
[16:33] [mine]>push Darkstone fragment with my packet
[16:33] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:33] Your hands are full, so you place the deed on the ground in front of you.
[16:33] >
[16:33] [mine]>stow my packet
[16:33] You put your packet in your embroidered backpack.
[16:33] >
[16:33] [mine]>stow deed
[16:33] You pick up a deed for a large darkstone fragment.
[16:33] You put your deed in your embroidered backpack.
[16:33] >
[16:33] [mine]>mine
[16:33] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:33] Roundtime: 7 sec.
[16:33] >
[16:33] [mine]>mine
[16:33] Fractures ripple through the banded surface of nearby stone as you slam your tomiek shovel into it.
[16:33] Roundtime: 5 sec.
[16:33] >
[16:33] [mine]>mine
[16:33] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both an alabaster pebble and a huge darkstone fragment are visible on the ground.
[16:33] Roundtime: 11 sec.
[16:33] >
[16:33] [mine]>get my packet
[16:33] You get a packet of deed claim forms from inside your embroidered backpack.
[16:33] >
[16:33] [mine]>push Darkstone fragment with my packet
[16:33] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:33] Your hands are full, so you place the deed on the ground in front of you.
[16:33] >
[16:33] [mine]>stow my packet
[16:33] You put your packet in your embroidered backpack.
[16:33] >
[16:33] [mine]>stow deed
[16:33] You pick up a deed for a huge darkstone fragment.
[16:33] You put your deed in your embroidered backpack.
[16:33] >
[16:33] [mine]>prospect
[16:33] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:33] This area is composed of metamorphic rock layers.
[16:33] Roundtime: 11 sec.
[16:33] With a crack, an alabaster stone shatters apart.
[16:33] >
[16:33] [mine]>prospect careful
[16:33] You carefully scan the area and look for ways to excavate additional material.  Your analysis has revealed a large pocket of hidden resources.  Using a discarded stone you make several notations on the wall both to remind yourself and to direct other miners to their location.
[16:33] Roundtime: 16 sec.
[16:34] >
[16:34] [mine]>prospect
[16:34] You see evidence of mineral deposits and are certain a small quantity (1/5) remains to be found.
[16:34] This area is composed of metamorphic rock layers.
[16:34] Studying the geology, you are certain that continued mining will be quite safe.
[16:34] You are certain that alabaster can be mined here.
[16:34] You are certain that darkstone can be mined here.
[16:34] A diagram on the wall shows the location of additional resources still available for mining.
[16:34] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:34] Roundtime: 10 sec.
[16:34] >
[16:34] [mine]>mine
[16:34] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:34] Roundtime: 6 sec.
[16:34] >
[16:34] [mine]>mine
[16:34] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:34] Roundtime: 5 sec.
[16:34] >
[16:34] WARNING:  You have a somewhat high number of items on your person.
[16:34] It is recommended that you reduce your inventory count below 400 items.
[16:34] 
[16:34] You can use the INVENTORY CHECK command to see roughly how many you
[16:34] have.
[16:34] >
[16:34] [mine]>mine
[16:34] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:34] Roundtime: 6 sec.
[16:34] >
[16:34] [mine]>mine
[16:34] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:34] Roundtime: 3 sec.
[16:34] >
[16:34] [mine]>mine
[16:34] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a small alabaster rock and a large darkstone fragment are visible on the ground.
[16:34] Roundtime: 9 sec.
[16:34] >
[16:34] [mine]>get my packet
[16:34] You get a packet of deed claim forms from inside your embroidered backpack.
[16:34] >
[16:34] [mine]>push Darkstone fragment with my packet
[16:34] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:34] Your hands are full, so you place the deed on the ground in front of you.
[16:34] >
[16:34] [mine]>stow my packet
[16:34] You put your packet in your embroidered backpack.
[16:34] >
[16:34] [mine]>stow deed
[16:34] You pick up a deed for a large darkstone fragment.
[16:34] You put your deed in your embroidered backpack.
[16:34] >
[16:34] [mine]>mine
[16:34] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:34] Roundtime: 8 sec.
[16:34] >
[16:34] With a crack, an alabaster pebble shatters apart.
[16:34] >
[16:34] A large alabaster rock crumbles to dust.
[16:35] >
[16:35] [mine]>mine
[16:35] ...wait 1 seconds.
[16:35] >
[16:35] [mine]>mine
[16:35] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:35] Roundtime: 10 sec.
[16:35] >
[16:35] [mine]>mine
[16:35] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:35] Roundtime: 4 sec.
[16:35] >
[16:35] [mine]>mine
[16:35] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:35] Roundtime: 6 sec.
[16:35] >
[16:35] [mine]>mine
[16:35] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a small alabaster rock and a small darkstone fragment are visible on the ground.
[16:35] Roundtime: 22 sec.
[16:35] >
[16:35] [mine]>get my packet
[16:35] You get a packet of deed claim forms from inside your embroidered backpack.
[16:35] >
[16:35] [mine]>push Darkstone fragment with my packet
[16:35] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:35] Your hands are full, so you place the deed on the ground in front of you.
[16:35] >
[16:35] [mine]>stow my packet
[16:35] You put your packet in your embroidered backpack.
[16:35] >
[16:35] [mine]>stow deed
[16:35] You pick up a deed for a small darkstone fragment.
[16:35] You put your deed in your embroidered backpack.
[16:35] >
[16:35] [mine]>prospect
[16:35] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:35] This area is composed of metamorphic rock layers.
[16:35] Studying the geology, you are certain that continued mining will be quite safe.
[16:35] You are certain that alabaster can be mined here.
[16:35] You are certain that darkstone can be mined here.
[16:35] A diagram on the wall shows the location of additional resources still available for mining.
[16:35] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:35] Roundtime: 8 sec.
[16:35] >
[16:35] [mine]>mine
[16:35] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:35] Roundtime: 4 sec.
[16:36] >
[16:36] [mine]>mine
[16:36] You swing your tomiek shovel, sending chips of stone flying.
[16:36] Roundtime: 5 sec.
[16:36] >
[16:36] [mine]>mine
[16:36] Your tomiek shovel sends a peppery plume of dust into the air as you strike it against stone.
[16:36] Roundtime: 9 sec.
[16:36] >
[16:36] [mine]>mine
[16:36] With a wide, overhand swing, your tomiek shovel lands an explosive blow, pulverizing an exposed rocky surface.
[16:36] Roundtime: 5 sec.
[16:36] >
[16:36] [mine]>mine
[16:36] Pebbles scatter and a plume of dust hazes the air as your tomiek shovel strikes stone.  A dislodged alabaster boulder topples free.
[16:36] Roundtime: 6 sec.
[16:36] >
[16:36] [mine]>prospect
[16:36] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:36] This area is composed of metamorphic rock layers.
[16:36] Studying the geology, you are certain that continued mining will be quite safe.
[16:36] You are certain that alabaster can be mined here.
[16:36] You are certain that darkstone can be mined here.
[16:36] A diagram on the wall shows the location of additional resources still available for mining.
[16:36] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:36] Roundtime: 8 sec.
[16:36] >
[16:36] [mine]>mine
[16:36] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:36] Roundtime: 5 sec.
[16:36] >
[16:36] The ground rumbles ominously.
[16:36] >
[16:36] Erindor climbed up a rope.
[16:36] >
[16:36] [mine]>prospect danger
[16:36] You scan the area and determine that continued mining here would be slightly dangerous because the ground rumblings signal a pending explosion.  Your analysis has shown a way to significantly reduce the danger present by adjusting the angle of mining.  Using a discarded stone you make several notations on the wall both to remind yourself and to direct other miners.
[16:36] Roundtime: 15 sec.
[16:36] >
[16:36] Erindor just climbed up the rope ladder.
[16:36] >
[16:36] An alabaster pebble crumbles to dust.
[16:36] >
[16:36] [mine]>mine
[16:36] Repeated blows of your tomiek shovel turn a nearby rocky surface into a cascade of rubble.
[16:36] Roundtime: 7 sec.
[16:37] >
[16:37] [mine]>mine
[16:37] You swing your tomiek shovel, sending chips of stone flying.
[16:37] Roundtime: 7 sec.
[16:37] >
[16:37] [mine]>mine
[16:37] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a small alabaster rock and a small darkstone fragment are visible on the ground.
[16:37] Roundtime: 13 sec.
[16:37] >
[16:37] [mine]>get my packet
[16:37] You get a packet of deed claim forms from inside your embroidered backpack.
[16:37] >
[16:37] [mine]>push Darkstone fragment with my packet
[16:37] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:37] Your hands are full, so you place the deed on the ground in front of you.
[16:37] >
[16:37] [mine]>stow my packet
[16:37] >
[16:37] You put your packet in your embroidered backpack.
[16:37] >
[16:37] [mine]>stow deed
[16:37] You pick up a deed for a small darkstone fragment.
[16:37] You put your deed in your embroidered backpack.
[16:37] >
[16:37] [mine]>mine
[16:37] You swing your tomiek shovel, sending chips of stone flying.
[16:37] Roundtime: 7 sec.
[16:37] >
[16:37] [mine]>prospect
[16:37] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:37] This area is composed of metamorphic rock layers.
[16:37] Studying the geology, you are certain that continued mining will be quite safe.
[16:37] You are certain that alabaster can be mined here.
[16:37] You are certain that darkstone can be mined here.
[16:37] You recognize some markings on the wall pointing to a safer mining angle as your own.
[16:37] A diagram on the wall shows the location of additional resources still available for mining.
[16:37] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:37] Roundtime: 11 sec.
[16:37] >
[16:37] [mine]>mine
[16:37] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:37] Roundtime: 9 sec.
[16:37] >
[16:37] A small alabaster rock crumbles to dust.
[16:37] >
[16:37] [mine]>mine
[16:37] Brushing rubble out of the way, you gouge the earth with your tomiek shovel, exposing light and dark streaks of foliated stone.
[16:37] Roundtime: 6 sec.
[16:37] >
[16:37] [mine]>mine
[16:37] Waves of debris spill forth as you repeatedly strike the earth with your tomiek shovel.  When the dust clears, both a large alabaster rock and a huge darkstone fragment are visible on the ground.
[16:37] Roundtime: 24 sec.
[16:38] >
[16:38] The ground shifts under your feet, sending a small alabaster rock rolling away.
[16:38] >
[16:38] [mine]>get my packet
[16:38] You get a packet of deed claim forms from inside your embroidered backpack.
[16:38] >
[16:38] [mine]>push Darkstone fragment with my packet
[16:38] You push the fragment to the side and tear off a claim notice from your packet.  After affixing the form securely to the fragment, you record it on a deed for your records.
[16:38] Your hands are full, so you place the deed on the ground in front of you.
[16:38] >
[16:38] [mine]>stow my packet
[16:38] You put your packet in your embroidered backpack.
[16:38] >
[16:38] [mine]>stow deed
[16:38] You pick up a deed for a huge darkstone fragment.
[16:38] You put your deed in your embroidered backpack.
[16:38] >
[16:38] [mine]>mine
[16:38] Your tomiek shovel splits the surface of nearby stone, causing a portion to cleave away.
[16:38] Roundtime: 7 sec.
[16:38] >
[16:38] [mine]>mine
[16:38] The blows of your tomiek shovel shatter and fragment nearby stone as crystalline motes speckle the air.
[16:38] Roundtime: 5 sec.
[16:38] >
[16:38] You feel less steady, and realize that your Sure Footing spell has worn off.
[16:38] >
[16:38] [mine]>prospect
[16:38] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:38] This area is composed of metamorphic rock layers.
[16:38] Roundtime: 10 sec.
[16:38] >
[16:38] [mine]>prospect careful
[16:38] You carefully scan the area and look for ways to excavate additional material.  Your analysis has revealed no additional resources to be unearthed here.
[16:38] >
[16:38] [mine]>prospect
[16:38] You see evidence of mineral deposits and are certain a scattering of resources (0/5) remains to be found.
[16:38] This area is composed of metamorphic rock layers.
[16:38] Roundtime: 9 sec.
[16:38] >
[16:38] [mine]>tie my shovel to belt
[16:38] >
[16:38] The shovel doesn't seem to fit.
[16:38] >
[16:38] --- Lich: mine has exited.
[16:38] [mining-buddy]>get my shovel
[16:38] You are already holding that.
[16:38] >
[16:38] [mining-buddy]>anal my shovel
[16:38] You analyze every minute detail of the tomiek shovel and smile knowingly to yourself.
[16:38] This appears to be a crafting tool and it is practically in mint condition (90-97%).
[16:38] This tool is used to shovel fuel in a forge, and mine stone, ore and gems.
[16:38] The workmanship is masterfully-crafted (12/12).
[16:38] Assessing the shovel's durability, you determine it is appreciably susceptible to damage (7/18).
[16:38] This tool appears to be very effective (8/11) at increasing crafting speed.
[16:38] Roundtime: 10 sec.
[16:39] >
[16:39] With a crack, an alabaster boulder shatters apart.
[16:39] >
[16:39] [mining-buddy]>stow my shovel
[16:39] You put your shovel in your embroidered backpack.
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:04 (1 rooms to move through)]
[16:39] [go2]>climb rope
[16:39] >
[16:39] [Abandoned Mine, Tunnel]
[16:39] More rich veins of ore and crystals in the rock face attract the eye and emphasize the wealth of unmined deposits in this tunnel.  Hanging from the ledge is a rope.  You also see a beisswurm, a beisswurm, a beisswurm and a beisswurm.
[16:39] Also here: Seardscale.
[16:39] Obvious exits: east, west.
[16:39] Room Number: 7263
[16:39] >
[16:39] Moving in gracefully, Seardscale jabs a stone mallet at a beisswurm.  A beisswurm fails to dodge, only slightly avoiding the blow.  The mallet lands a light hit (1/23) to its left arm!
[16:39] >
[16:39] [go2: travel time: 0:00:02]
[16:39] --- Lich: go2 has exited.
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:39] [go2]>west
[16:39] A beisswurm slowly slithers towards Seardscale!
[16:39] Apparently without direction or thought, a beisswurm bites at Seardscale.  Seardscale evades, stepping aside.
[16:39] >
[16:39] You strut west.
[16:39] [Abandoned Mine, Tunnel]
[16:39] A large pile of boulders stacked in the passageway and an overturned wheelbarrow force you to edge by the wall and skirt around these obstacles.
[16:39] Obvious exits: east, southwest, west.
[16:39] Room Number: 7264
[16:39] >
[16:39] [go2: travel time: 0:00:00]
[16:39] --- Lich: go2 has exited.
[16:39] [mining-buddy]>prospect
[16:39] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:39] This area is composed of igneous rock layers.
[16:39] Studying the geology, you are certain that continued mining will be quite safe.
[16:39] You are certain that gabbro can be mined here.
[16:39] You are certain that lead can be mined here.
[16:39] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:39] Roundtime: 9 sec.
[16:39] >
[16:39] You feel fully rested.
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:39] [go2]>west
[16:39] You strut west.
[16:39] [Abandoned Mine, Tunnel]
[16:39] Sturdy timbers at this juncture are in stark contrast to the disrepair that you have witnessed elsewhere.  Similarly the boulders, rocks and pebbles in this room are different.  Although weathering and constant erosion have taken their toll throughout the mine, for some reason this area has been spared.
[16:39] Obvious exits: east, south.
[16:39] Room Number: 7265
[16:39] >
[16:39] [go2: travel time: 0:00:00]
[16:39] --- Lich: go2 has exited.
[16:39] [mining-buddy]>prospect
[16:39] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:39] This area is composed of metamorphic rock layers.
[16:39] Studying the geology, you are certain that continued mining will be quite safe.
[16:39] You are certain that alabaster can be mined here.
[16:39] You are certain that copper can be mined here.
[16:39] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:39] Roundtime: 8 sec.
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:39] [go2]>south
[16:39] You strut south.
[16:39] [Abandoned Mine, Tunnel]
[16:39] A ghastly sight confronts you entering this portion of the mine.  Poised to attack, battle axe in one hand, shield in the other, stands a dwarf frozen in all of his glory.  What he was about to fight or defend himself from or what left him in this sorry state, can only be the subject of conjecture.
[16:39] Obvious exits: north, northeast, south.
[16:39] Room Number: 7266
[16:39] >
[16:39] [go2: travel time: 0:00:00]
[16:39] --- Lich: go2 has exited.
[16:39] [mining-buddy]>prospect
[16:39] You see evidence of mineral deposits and are certain a good quantity (3/5) remains to be found.
[16:39] This area is composed of metamorphic rock layers.
[16:39] Studying the geology, you are certain that continued mining will be quite safe.
[16:39] You are certain that quartzite can be mined here.
[16:39] You are certain that nickel can be mined here.
[16:39] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:39] Roundtime: 12 sec.
[16:39] >;l
[16:39] --- Lich: dependency, narost, roomnumbers, textsubs, smartlisten, spellmonitor, moonwatch, drinfomon, afk, training-manager, events, skill-recorder, mining-buddy
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:39] [go2]>south
[16:39] ;k train
[16:39] --- Lich: training-manager has exited.
[16:39] You strut south.
[16:39] [Abandoned Mine, Tunnel]
[16:39] A strong smell of rotting flesh fills the air.  The source appears to be a rodent that met its demise here, its corpse still partially preserved by the cold temperature.  Mounds of crushed rock that do not appear to be the result of mining litter the floor.  A huge natural bridge stands to the south.
[16:39] Obvious exits: north.
[16:39] Room Number: 7267
[16:39] >
[16:39] [go2: travel time: 0:00:00]
[16:39] --- Lich: go2 has exited.
[16:39] [mining-buddy]>prospect
[16:39] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:39] This area is composed of metamorphic rock layers.
[16:39] Studying the geology, you are certain that continued mining will be quite safe.
[16:39] You are certain that schist can be mined here.
[16:39] You are certain that oravir can be mined here.
[16:39] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:39] Roundtime: 11 sec.
[16:39] >;l
[16:39] --- Lich: dependency, narost, roomnumbers, textsubs, smartlisten, spellmonitor, moonwatch, drinfomon, afk, events, skill-recorder, mining-buddy
[16:39] >
[16:39] --- Lich: go2 active.
[16:39] [go2: ETA: 0:00:25 (29 rooms to move through)]
[16:39] [go2]>north
[16:39] You strut north.
[16:39] [Abandoned Mine, Tunnel]
[16:39] A ghastly sight confronts you entering this portion of the mine.  Poised to attack, battle axe in one hand, shield in the other, stands a dwarf frozen in all of his glory.  What he was about to fight or defend himself from or what left him in this sorry state, can only be the subject of conjecture.
[16:39] Obvious exits: north, northeast, south.
[16:39] Room Number: 7266
[16:39] >
[16:39] [go2]>northeast
[16:39] You strut northeast.
[16:39] [Abandoned Mine, Tunnel]
[16:39] A large pile of boulders stacked in the passageway and an overturned wheelbarrow force you to edge by the wall and skirt around these obstacles.  You also see a beisswurm and a beisswurm.
[16:39] Obvious exits: east, southwest, west.
[16:39] Room Number: 7264
[16:39] >
[16:39] [go2]>east
[16:39] You strut east.
[16:39] [Abandoned Mine, Tunnel]
[16:39] More rich veins of ore and crystals in the rock face attract the eye and emphasize the wealth of unmined deposits in this tunnel.  Hanging from the ledge is a rope.  You also see a beisswurm, a beisswurm, a beisswurm and a beisswurm.
[16:39] Also here: Seardscale.
[16:39] Obvious exits: east, west.
[16:39] Room Number: 7263
[16:39] >
[16:39] [go2]>stow left
[16:39] Stow what?  Type 'STOW HELP' for details.
[16:39] >
[16:39] [go2]>stow right
[16:39] Stow what?  Type 'STOW HELP' for details.
[16:39] >
[16:39] [go2]>climb rope
[16:39] [Abandoned Mine, Ledge]
[16:39] More shining deposits glitter before your eyes.  Making a mental note of the exact location, you consider returning with the correct tools to mine these rich deposits.  High above shines a faint light, possibly the exit from the mine.  A rope ladder dangles above you.  You also see a large alabaster rock and a rope.
[16:39] Obvious exits: none.
[16:39] Room Number: 7262
[16:39] >
[16:39] [go2]>climb ladder
[16:39] After climbing up the rope ladder for several long moments, you eventually reach the top.
[16:39] 
[16:39] [Abandoned Mine, Entrance]
[16:39] Gigantic boulders are strewn all over, steep rock faces surround this area and a large hole lies in the ground.  Firmly secured to several of the boulders is a rope ladder.  Other than the sinkhole, there do not appear to be any obvious exits.  You also see a strong creeper.
[16:39] Obvious paths: none.
[16:39] Roundtime: 9 sec.
[16:39] Room Number: 7261
[16:39] >
[16:39] You feel fully rested.
[16:39] >
[16:39] You notice a spotted cream and gold owl appear overhead, circling.
[16:40] >
[16:40] [go2]>stow left
[16:40] Stow what?  Type 'STOW HELP' for details.
[16:40] >
[16:40] [go2]>stow right
[16:40] Stow what?  Type 'STOW HELP' for details.
[16:40] >
[16:40] [go2]>climb creeper
[16:40] You scamper up and over the rock face.
[16:40] 
[16:40] [Mountainous Route]
[16:40] Loose rocks from recent landslides cover the trail making progress slightly more precarious and slower.  A strong creeper seems to have won a battle with the steep cliff face and secured holds in the rock as far up as you can see.
[16:40] Obvious paths: east, up.
[16:40] [Roundtime: 9 seconds]
[16:40] Room Number: 1189
[16:40] >
[16:40] You notice a spotted cream and gold owl appear overhead, circling.
[16:40] >
[16:40] [go2]>east
[16:40] You strut east.
[16:40] [Lairocott Brach, Entrance]
[16:40] Placed in the wall of the sheer cliff is a huge stone door with an arched top.  Two large lifelike sentinels, one on either side of the door, stand at attention in silence.
[16:40] Obvious paths: west, down.
[16:40] Room Number: 1188
[16:40] >
[16:40] [go2]>down
[16:40] You strut down.
[16:40] [Foothills, Stony Incline]
[16:40] Taking the opportunity to examine the distant countryside, large green forests in the southwest, flatlands to the south and the large ocean expanse to the southeast all catch the eye.  All seem more attractive than the forbidding set of cliffs up ahead.  You also see a weathered obsidian marker, a small overgrown path and a stony trail.
[16:40] Obvious paths: up.
[16:40] Room Number: 1187
[16:40] >
[16:40] [go2]>search
[16:40] You search around for a moment.
[16:40] Roundtime: 3 sec.
[16:40] You don't find anything of interest here.
[16:40] >
[16:40] [go2]>go path
[16:40] [Foothills, Abandoned Road]
[16:40] The path underfoot is overgrown with weeds and almost completely covered with dried, fallen branches yet still feels surprisingly firm.  A few pine saplings off to one side struggle to push up through the heavy soil.
[16:40] Obvious paths: northeast, west.
[16:40] Room Number: 7280
[16:40] >
[16:40] [go2]>northeast
[16:40] You strut northeast.
[16:40] [Foothills, Abandoned Road]
[16:40] Meandering rows of saplings impede your progress as the path seems to try to envelop you in foliage.  Glancing northeast to get your bearings you see mountain brush beginning to take over the landscape.  Occasionally, as you trudge along, your feet scuff up bits of dirt and clay.
[16:40] Obvious paths: east, southwest.
[16:40] Room Number: 7281
[16:40] >
[16:40] [go2]>east
[16:40] You notice a spotted cream and gold owl appear overhead, circling.
[16:40] >
[16:40] You strut east.
[16:40] [Foothills, Abandoned Road]
[16:40] The rusted remains of an iron wagon, long abandoned by its owner, lay to one side of the path.  You also see a wrecked barricade.
[16:40] Obvious paths: northeast, west.
[16:40] Room Number: 7282
[16:40] >
[16:40] [go2]>northeast
[16:40] You strut northeast.
[16:40] [Foothills, Abandoned Road]
[16:40] The road's never-ending battle to survive the onslaught of the foliage seems to be a losing one at this particularly overgrown stretch.  The rythmic buzzing of insects serves as a reminder that, to some, this place is home.  You also see a wrecked barricade.
[16:40] Obvious paths: north, southwest.
[16:40] Room Number: 7283
[16:40] >
[16:40] [go2]>north
[16:40] You strut north.
[16:40] [Foothills, Abandoned Road]
[16:40] A single pine stands, aloof and deserted, like a lone soldier after the battle, forgotten but yet on guard.  Gnarled and twisted roots cling to the poor soil in a desperate grasp, yet this guardian still manages to provide a place for a small nest.  The road widens as it winds to the north.  You also see a large sign.
[16:40] Obvious paths: north, south.
[16:40] Room Number: 7284
[16:40] >
[16:40] [go2]>north
[16:40] You strut north.
[16:40] [Foothills, Road]
[16:40] The road here is composed of a chocolate-brown clay, cracked and chipped in places where it has dried after a season of heavy rains.  From here it wends its way through hills covered in dry scrub, dropping from sight as it ducks behind a bend in the distance.  To the north rises a range of stony mountains, their heights dominated by one particularly tall, looming crag whose shadow falls heavily upon the lesser hills around it.
[16:40] Obvious paths: north, south.
[16:40] Room Number: 7285
[16:40] >
[16:40] [go2]>north
[16:40] You run north.
[16:40] [Foothills, Road]
[16:40] A rockslide of mud and stone almost seems to have brought an entire mountain to its knees a few paces to the west.
[16:40] Obvious paths: northeast, south.
[16:40] Room Number: 7286
[16:40] >
[16:40] [go2]>northeast
[16:40] You run northeast.
[16:40] [Foothills, Road]
[16:40] The hard-packed dirt of the road has been broken into a thick layer of loose dust by the passage of many feet and hooves.  An occasional roadside footprint, nearly knee-deep in hardened clay, indicates that mud must be a real problem in times of heavy rain.
[16:40] Obvious paths: northeast, southwest.
[16:40] Room Number: 7287
[16:40] >
[16:40] [go2]>northeast
[16:40] You run northeast.
[16:40] [Foothills, Road]
[16:40] Tree-dotted hillsides rise on both sides of the path, providing ample high ground and cover for would-be attackers.  The road here is mostly flat as it meanders along the valley floor, although there is the slightest incline to the north.  One especially large tree lies fallen near the edge of the road, its roots helplessly exposed.  You also see a large hole in the ground.
[16:40] Obvious paths: north, southwest.
[16:40] Room Number: 7288
[16:40] >
[16:40] [go2]>north
[16:40] You run north.
[16:40] [Foothills, Road]
[16:40] The road takes a sharp bend here where it begins to slope more steeply to the west.  The rough hew of the road's northern wall and the beginnings of a dropoff to the southern valley floor indicate that the path here was not created by the simple passing of travellers, but was instead purposely cut into the hillside.
[16:40] Obvious paths: south, west.
[16:40] Room Number: 7289
[16:40] >
[16:40] [go2]>west
[16:40] You run west.
[16:40] [Foothills, Road]
[16:40] The hard, brown clay of the road is pitted and rutted where it has been traveled during heavy rains.  Although most of the footprints in the road are from human-like creatures or domesticated animals, there is on occasion a large print of a four-toed creature which appears to have a set of rather pointy claws.  You also see a large root jutting from the north wall of the road and a massive oak tree on the northern hilltop.
[16:40] Obvious paths: east, west.
[16:40] Room Number: 7290
[16:40] >
[16:40] [go2]>west
[16:40] You run west.
[16:40] [Foothills, Road]
[16:40] The path takes a sharp east-northeast turn where it contorts to follow the ridge of the hill above.  The bend offers a fine vantage point for watching the brush-covered valley to the west, far past which can be seen the stony fist of Sorrow's Reach, thrusting angrily into the sky.  You also see a small footpath leading up the hillside.
[16:40] Obvious paths: northeast, east.
[16:40] Room Number: 7291
[16:40] >
[16:40] [go2]>northeast
[16:40] You run northeast.
[16:40] [Foothills, Road]
[16:40] A tall, regal pine stands watch here over a bend in the road formed by the tapered end of a ridgeline stretching off to the east.  The vegetation in the valley below, somewhat dry and brown to the southwest, transitions into a deep green as it nears the valley floor to the north.  You also see a S'lai scout, a S'lai scout, a tree-lined path, a quarter staff, a quarter staff, a S'lai scout that appears stunned, a S'lai scout and some junk.
[16:40] Also here: Ethain.
[16:40] Obvious paths: east, southwest.
[16:40] Room Number: 7292
[16:40] >
[16:40] [go2]>east
[16:40] >
[16:40] Looking as if this were a bad idea, a S'lai scout lunges a quarter staff at Ethain.  Ethain deflects some of the staff with a steel throwing spike with a tempered blade.
[16:40] >
[16:40] The S'lai scout moves into a position to parry.
[16:40] >
[16:40] You run east.
[16:40] [Foothills, Road]
[16:40] A thick jungle of dry brush covers the hillside bordering the southern edge of the road, while downslope to the north lies an impenetrable mass of vine-laden oaks.  Although the gathering of trees seems somewhat thinner to the east, the dense vegetation makes travel via the road your only real option.
[16:40] Obvious paths: east, west.
[16:40] Room Number: 7293
[16:40] >
[16:40] [go2]>east
[16:40] You run east.
[16:40] [Foothills, Road]
[16:40] Tall, moss-covered conifers rub shoulders with lush, green oak on the slopes bordering both sides of the road.  An occasional glimpse through the curtain of trees on the northern downslope reveals the path to be paralleling a river.  To the east you can see a break in the trees where the road turns to march down the hillside below.
[16:40] Obvious paths: east, west.
[16:40] Room Number: 7294
[16:40] >
[16:40] [go2]>east
[16:40] You run east.
[16:40] [Foothills, Road]
[16:40] Tall pines stand in silent vigil at a sharp west-north curve in the road.  Steep hills curve protectively above to the south and east, while to the north the landscape drops sharply as it descends to meet the river below.  A slight smell of charred wood hangs upon the air.  You also see a wooded trail.
[16:40] Obvious paths: north, west.
[16:40] Room Number: 7295
[16:40] >
[16:40] [go2]>go trail
[16:40] [Foothills, Wooded Path]
[16:40] An unkempt path through the dark pines climbs the hill southward at a steep incline, while to the north it descends to a dusty road.  Skeletal branches reach out like dark hands, threatening to grab and trip at any opportunity.
[16:40] Obvious paths: up.
[16:40] >
[16:40] [go2]>up
[16:40] You run up.
[16:40] [Foothills, Wooded Path]
[16:40] The trail rises steeply through the thinning trees to the south, giving travelers a workout heading either direction along the precipitous slope.  Ground litter and the reduced visibility make footing treacherous at best as well as noticeably muffling noise underfoot.  Cricket song fills the air, deafening at times, obscuring the otherwise gentle sounds of nighttime wildlife that might be present.
[16:40] Obvious paths: up, down.
[16:40] >
[16:40] [go2]>go trail
[16:40] >
[16:40] You notice a spotted cream and gold owl appear overhead, circling.
[16:40] >
[16:40] [High Mountains, Obscured Trail]
[16:40] Dense, flower-laden bushes obscure the trail to the north, and a wide, rocky path leads toward the southeast.   Several pockets in the face of the mountain look as if someone were recently mining in the area, leaving the path covered with various bits of metals.
[16:40] Obvious paths: east, southeast.
[16:40] Room Number: 19214
[16:40] >
[16:40] [go2]>east
[16:40] You strut east.
[16:40] [High Mountains, Waterfall]
[16:40] Seeming to end here, the trail runs directly toward a waterfall that crashes down from a cave high up.  Plummeting down forcefully with gouts of water, the trail washes away as a river flows from the falls and off another cliff toward the east.  You also see a pile of rocks and a tiny warty peccary with a few things on it.
[16:40] Also here: Upper Crust Smavandree.
[16:40] Obvious paths: southeast, southwest, west.
[16:40] Room Number: 19215
[16:40] >
[16:40] [go2]>go waterfall
[16:40] [High Mountains, Behind the Waterfall]
[16:40] Hidden behind crashing torrents of water, the cavern opens up into a large area filled with stalactites and stalagmites.  The echoing sound of dripping water is interrupted only by the occasional loud crash from the waterfall outside.  Uneven ground leads further back into the mountain.  You also see a malodorous bucca and a waterfall.
[16:40] Obvious exits: northeast.
[16:40] Room Number: 19219
[16:40] >
[16:40] [go2: travel time: 0:00:33]
[16:40] --- Lich: go2 has exited.
[16:40] [mining-buddy]>prospect
[16:40] You see evidence of mineral deposits and are certain a substantial quantity (4/5) remains to be found.
[16:40] This area is composed of sedimentary rock layers.
[16:40] Studying the geology, you are certain that continued mining will be quite safe.
[16:40] You are certain that dolomite can be mined here.
[16:40] You are certain that oravir can be mined here.
[16:40] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:40] Roundtime: 12 sec.
[16:40] >
[16:40] The malodorous bucca begins to advance on you!
[16:40] The malodorous bucca advances from nearby and is closing steadily.
[16:40] >
[16:40] You sense that your familiar is traveling.
[16:40] >
[16:40] The malodorous bucca closes to melee range on you!
[16:40] >
[16:40] --- Lich: go2 active.
[16:40] [go2: ETA: 0:00:00 (1 rooms to move through)]
[16:40] [go2]>northeast
[16:40] You are engaged to a malodorous bucca at melee range!
[16:40] >
[16:40] [go2]>retreat
[16:40] You retreat back to pole range.
[16:40] >
[16:40] [go2]>retreat
[16:40] You retreat from combat.
[16:40] >
[16:40] [go2]>northeast
[16:40] You strut northeast.
[16:40] [High Mountains, Cavern]
[16:40] Humid and stale air fills the cave along with the echos of dripping water and the distant sound of the roaring waterfall.  Broken ground falls away in several areas, while others seem impassable due to the stalagmites in the area.  A small flicker of light high up near the roof catches the eye, revealing a cliff with rudimentary footholds.
[16:40] Obvious exits: southwest.
[16:40] Room Number: 19220
[16:40] >
[16:40] [go2: travel time: 0:00:00]
[16:40] --- Lich: go2 has exited.
[16:40] [mining-buddy]>prospect
[16:40] You see evidence of mineral deposits and are certain a decent quantity (2/5) remains to be found.
[16:40] This area is composed of sedimentary rock layers.
[16:40] Studying the geology, you are certain that continued mining will be quite safe.
[16:40] You are certain that dolomite can be mined here.
[16:40] You are certain that copper can be mined here.
[16:40] Miners stand ready to trade resources in for deeds.  Just PUSH any mined up stone or metal, and they'll take care of the rest.
[16:40] Roundtime: 10 sec.
[16:40] >
[16:40] --- Lich: mining-buddy has exited.
rcuhljr commented 7 years ago

'The shovel doesn't seem to fit.' Are you wearing multiple belts?

rcuhljr commented 7 years ago

Fixed regardless for mining.

Dartellum commented 7 years ago

Yes, multiple belts.

-- Regards, Dr. Walter Wesley "Wes" Snyder V 484-300-4833 (h) 484-431-3355 (m) 484-302-7006 (f)

On 12/14/2016 10:21 PM, Robert Uhl wrote:

'The shovel doesn't seem to fit.' Are you wearing multiple belts?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/rpherbig/dr-scripts/issues/1097#issuecomment-267228321, or mute the thread https://github.com/notifications/unsubscribe-auth/AU8XXEtFpkjbAV-42wBPuhpMJxe5M3xcks5rILIigaJpZM4LB70w.