The death of [31 Swordsman] Raza *-* Bloodlust *-* (Thri-Kreen)

in On the Merchant Dock

from the perspective of [33 Zealot] Doo The Resistance (Human)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       a shimmering wooden tiara (magic)
<worn on eyes>       a priest's shayla of the maelstrom
<worn in ear>        a pair of silver earrings with red rubies
<worn in ear>        a pair of silver earrings with red rubies
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   an unholy medallion of the serpent [superior]
<worn around neck>   a royal token of Valois (magic) (glowing)
<worn on body>       a fine suit of spiked ringmail [superior] (magic)
<worn about body>    a rangers cloak
<worn on back>       a big big bag for a little person (illuminating)
<worn about waist>   a belt of desert sands
<worn on belt buckle>the scalp of Pork
<worn on arms>       some tree bark sleeves [superior]
<held as shield>     a well-polished mithril body shield [poor] (illuminating)
<worn around wrist>  a beautiful clay bracer from Cloud Giant Kingdom
<worn around wrist>  a knight's gold wristguard from The Adventurers Shipyards
<worn on hands>      a pair of mithril gauntlets lined with granite
<worn on finger>     a tarnished and abused ring
<worn on finger>     a ring of protection from evil (magic)
<primary weapon>     the titan warhammer, 'Purelight' (magic) (glowing)
<worn on legs>       a coconut kilt [83%]
<worn on feet>       some boots of forest running

You do not see that here.

< 478h/478H 239v/239V Pos: standing >
Saving Doo.

< 478h/478H 239v/239V Pos: standing >
You do not see that here.

< 478h/478H 239v/239V Pos: standing >
You do not see that here.

< 478h/478H 239v/239V Pos: standing >
On the Merchant Dock
Obvious exits: -North -East  -West 
The Caravel ButterNutz floats here.
The Caravel AMERICA GREAT AGAIN! floats here.
The Caravel Enjoy! floats here.
The Caravel Windshield floats here.
Dox  The Resistance (Minotaur)(huge) stands, floating here.(Gold Aura)
Mub  The Resistance (Grey Elf)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Mub's head.
Fugly, the gap-toothed and cross-eyed shipwright stands here.

< 478h/478H 239v/239V Pos: standing >
You do not see that here.

< 478h/478H 239v/239V Pos: standing >
You sit down and relax.

< 478h/478H 239v/239V Pos: sitting >
You have memorized the following spells:
( 7th circle)  3 - full heal
( 6th circle)  1 - curse
               2 - flame strike
( 5th circle)  5 - heal
               1 - vitality
( 4th circle)  1 - summon
               1 - cure disease
               5 - invigorate
( 3rd circle)  1 - remove poison
               1 - sense life
               6 - cause critical
( 2nd circle)  5 - blindness
               1 - preserve
               3 - cause serious
( 1st circle)  2 - armor
               2 - bless
               1 - detect evil
               1 - detect good
               1 - detect magic
               3 - turn undead

And you are currently praying for the following spells:
    8 seconds:  ( 6th) continual light

You can pray no more spells.
You continue your praying.

< 478h/478H 239v/239V Pos: sitting >
Your group consists of ( 5/20):
( Head)                                Kileek
(Front)   506/506   hit,  198/213  move Dox
(Front)   415/415   hit,  185/185  move Mub
(Front)                                Noz
(Front)   478/478   hit,  239/239  move Doo

< 478h/478H 239v/239V Pos: sitting >
You start meditating...

< 478h/478H 239v/239V Pos: sitting >
You have finished praying for continual light.
Your prayers are complete.

< 478h/478H 239v/239V Pos: sitting >
You do not see that here.

< 478h/478H 239v/239V Pos: sitting >
You do not see that here.

< 478h/478H 239v/239V Pos: sitting >
You do not see that here.

< 478h/478H 239v/239V Pos: sitting >
You clamber to your feet.

< 478h/478H 239v/239V Pos: standing >
Your group consists of ( 5/20):
( Head)                                Kileek
(Front)   506/506   hit,  205/213  move Dox
(Front)   415/415   hit,  185/185  move Mub
(Front)                                Noz
(Front)   478/478   hit,  239/239  move Doo

< 478h/478H 239v/239V Pos: standing >
You do not see that here.

< 478h/478H 239v/239V Pos: standing >
Mub leaves west.
Dox leaves west.

< 478h/478H 239v/239V Pos: standing >

< 478h/478H 239v/239V Pos: standing >
You do not see that here.

< 478h/478H 239v/239V Pos: standing >
Saving Doo.

< 478h/478H 239v/239V Pos: standing >
On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East  -West 
A handful of coins lie here.

< 478h/478H 238v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East 

< 478h/478H 237v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 478h/478H 237v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 478h/478H 237v/239V Pos: standing >
Saving Doo.

< 478h/478H 237v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 478h/478H 238v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West #
A drunk sailor stands here.(Red Aura)

< 478h/478H 237v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South

< 478h/478H 236v/239V Pos: standing >
You quickly scan the area.
Dox who is not far off to your north.
Mub who is not far off to your north.
A drunk sailor who is close by to your south.

< 478h/478H 237v/239V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 

< 478h/478H 236v/239V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passanger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 
An elven passenger ship prepares to set sail.

< 478h/478H 236v/239V Pos: standing >
Find a dock to swim from!

< 478h/478H 236v/239V Pos: standing >
Find a dock to swim from!

< 478h/478H 236v/239V Pos: standing >
You quickly scan the area.
Dox who is not far off to your north.
Mub who is not far off to your north.
Fugly who is not far off to your south.

< 478h/478H 238v/239V Pos: standing >
On the Passenger Dock
   Stretching well over thirty fee into the deep waters of Lake Alester,
this dock has been constructed to deal with those ships designated for
passenger use only. It is about fifteen feet across, providing enough room for
large crowds of passengers to be escorted along its length when the ships
dock. The docks are equipped to handle ships on either side, allowing twice as
much traffic to come through. During the high tides this dock has a number of
problems docking, since it's the lowest of the three. Passengers often times
get there feet wet, even though they try very hard not to.
Obvious exits: -North -East  -South -West 

< 478h/478H 237v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South

< 478h/478H 237v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 478h/478H 237v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South

< 478h/478H 237v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East  -South -West #
A small post has some words scribbled on it.

< 478h/478H 236v/239V Pos: standing >

< 478h/478H 236v/239V Pos: standing >
On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
A seagull squabbles.

< 478h/478H 236v/239V Pos: standing >
On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
A galleon of war is docked here.
Dox  The Resistance (Minotaur)(huge) stands, floating here.(Gold Aura)

< 478h/478H 235v/239V Pos: standing >
Find a dock to swim from!

< 478h/478H 235v/239V Pos: standing >
A wargalleon suddenly glows brightly!
Dox slowly fades out of existence.

< 478h/478H 236v/239V Pos: standing >
On a the Deck of a War Ship
   The bare feet of the crew make some thuds against the planks of the deck.
A crew of twenty is required to operate this huge ship. The work never stops
on a ship at sea, which makes strong backs. Huge poles rise up toward the
sky, once the masts are up, with the wind willing, this passenger ship could
make great time in the open sea. The hull looks as though it needs a good
scrub down, as if it's been sailing hard the past few weeks. The deck, also,
needs a good cleaning, and many a ship hand are doing just that. The huge sails
that would catch the wind so vigilantly are tied down, so as not to damage the
masts or ship hand alike. A rail four feet high runs the perimeter of the ship,
as a precaution and something to hang onto for those landlubbers who feel the
need to vomit their dinner overboard.
Obvious exits: -North -South
A rope ladder has been tossed over to descend.

< 478h/478H 238v/239V Pos: standing >
A Thri-Kreen enters from the north.
You quickly scan the area.
Dox who is close by to your north.
Mub who is close by to your north.
Noz who is close by to your north.
Kileek who is close by to your north.
A minotaur captain who is close by to your north.
A minotaur sailor who is close by to your north.
A minotaur sailor who is close by to your north.
A minotaur sailor who is close by to your north.
A minotaur sailor who is close by to your north.
A minotaur sailor who is close by to your north.
Fugly who is in the distance to your south.

< 478h/478H 239v/239V Pos: standing >
A Thri-Kreen leaves south.

< 478h/478H 239v/239V Pos: standing >
Kileek enters from the north.
Noz enters from the north.
On a the Deck of a War Ship
   The bare feet of the crew make some thuds against the planks of the deck.
A crew of twenty is required to operate this huge ship. The work never stops
on a ship at sea, which makes strong backs. Huge poles rise up toward the
sky, once the masts are up, with the wind willing, this passenger ship could
make great time in the open sea. The hull looks as though it needs a good
scrub down, as if it's been sailing hard the past few weeks. The deck, also,
needs a good cleaning, and many a ship hand are doing just that. The huge sails
that would catch the wind so vigilantly are tied down, so as not to damage the
masts or ship hand alike. A rail four feet high runs the perimeter of the ship,
as a precaution and something to hang onto for those landlubbers who feel the
need to vomit their dinner overboard.
Obvious exits: -South
Dox  The Resistance (Minotaur)(huge) stands, floating here.(Gold Aura)
Mub  The Resistance (Grey Elf)(medium) stands, floating here. (casting) (Gold Aura)
A globe of darkness floats near Mub's head.
The captain of this minotaur vessel studies some orders.(Red Aura)
A minotaur sailor eyes you suspiciously.(Red Aura)
A minotaur sailor eyes you suspiciously.(Red Aura)
A minotaur sailor eyes you suspiciously.(Red Aura)
A minotaur sailor eyes you suspiciously.(Red Aura)
A minotaur sailor eyes you suspiciously.(Red Aura)

< 478h/478H 238v/239V Pos: standing >
Mub stops chanting abruptly!

< 478h/478H 238v/239V Pos: standing >
On a the Deck of a War Ship
   The bare feet of the crew make some thuds against the planks of the deck.
A crew of twenty is required to operate this huge ship. The work never stops
on a ship at sea, which makes strong backs. Huge poles rise up toward the
sky, once the masts are up, with the wind willing, this passenger ship could
make great time in the open sea. The hull looks as though it needs a good
scrub down, as if it's been sailing hard the past few weeks. The deck, also,
needs a good cleaning, and many a ship hand are doing just that. The huge sails
that would catch the wind so vigilantly are tied down, so as not to damage the
masts or ship hand alike. A rail four feet high runs the perimeter of the ship,
as a precaution and something to hang onto for those landlubbers who feel the
need to vomit their dinner overboard.
Obvious exits: -North -South
A rope ladder has been tossed over to descend.
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 237v/239V Pos: standing >
Slay whom?

< 478h/478H 237v/239V Pos: standing >
Kileek leaves south.
Noz leaves south.
You follow Kileek.

On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
A galleon of war is docked here.
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 236v/239V Pos: standing >
Kileek leaves west.
Noz leaves west.
You follow Kileek.

On the Military Dock
   Soldiers are fashioned on opposite ends of the deck. The soldiers wear
the standard suit of the city's battalion and must, because of the heat,
be getting pretty tired and hot. Two soldiers at the end of the docks and two
at the very beginning. No doubt their main priority is to ensure the safety of
Venan Trut's battalion investment, their ships. The deck is maintained.
very well. The wooden boards that create the deck are of the strongest oak.
The beams upon below the deck, upholding it are cleaned on a regular basis to
ensure slime and algae to not plague it.
Obvious exits: -East  -South -West 
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.
A seagull squabbles.
You quickly scan the area.
You see nothing.

< 478h/478H 236v/239V Pos: standing >
Kileek leaves west.
Noz leaves west.
You follow Kileek.

Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East  -South -West #
A small post has some words scribbled on it.
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 236v/239V Pos: standing >
Noz's skin seems to turn to stone.

< 478h/478H 236v/239V Pos: standing >
Kileek leaves south.
Noz leaves south.
You follow Kileek.

Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 238v/239V Pos: standing >
Kileek leaves south.
Noz leaves south.
You follow Kileek.

Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East  -South
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 237v/239V Pos: standing >
Kileek leaves south.
Noz leaves south.
You follow Kileek.

Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West #
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.
A drunk sailor stands here.(Red Aura)

< 478h/478H 236v/239V Pos: standing >
Kileek leaves south.
Noz leaves south.
You follow Kileek.

Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East 
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 235v/239V Pos: standing >
Saving Doo.

< 478h/478H 236v/239V Pos: standing >
Kileek leaves east.
Noz leaves east.
You follow Kileek.

On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East  -West 
A handful of coins lie here.
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.

< 478h/478H 235v/239V Pos: standing >
Kileek leaves east.
Noz leaves east.
You follow Kileek.

On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
A bright light fills this area.
Obvious exits: -North -East  -West 
The Caravel ButterNutz floats here.
The Caravel AMERICA GREAT AGAIN! floats here.
The Caravel Enjoy! floats here.
The Caravel Windshield floats here.
Noz  The Resistance (Firbolg)(huge) stands, floating here.
Kileek  The Resistance (Thri-Kreen)(medium) stands, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.
A Thri-Kreen (medium) DreadLord  *-* Bloodlust *-* stands in mid-air here.(Red Aura)
Fugly, the gap-toothed and cross-eyed shipwright stands here.

< 478h/478H 235v/239V Pos: standing >
A Thri-Kreen avoids being bashed by Kileek, who loses his balance and falls.

< 478h/478H 235v/239V Pos: standing >
Noz hits a Thri-Kreen with a mighty kick to his chest.

< 478h/478H 236v/239V Pos: standing >
You miss a Thri-Kreen.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  small wounds >
 Noz's crude crush grazes a Thri-Kreen.
Noz shivers as he hits a Thri-Kreen.
Noz misses a Thri-Kreen.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  small wounds >
 A Thri-Kreen's impressive slash strikes Kileek.
A Thri-Kreen suffers from contact with the aura about Kileek.
The freezing cold causes a Thri-Kreen intense pain!
The intense cold causes a Thri-Kreen's entire body to slooooow doooowwwnn!
A Thri-Kreen shivers as he hits Kileek.
A Thri-Kreen's impressive bludgeon strikes Kileek.
A Thri-Kreen suffers from contact with the aura about Kileek.
The freezing cold causes a Thri-Kreen intense pain!
The intense cold causes a Thri-Kreen's entire body to slooooow doooowwwnn!
A Thri-Kreen shivers as he hits Kileek.
Kileek blocks a Thri-Kreen's lunge at him.
A Thri-Kreen misses Kileek.
A Thri-Kreen's impressive bludgeon strikes Kileek.
A Thri-Kreen suffers from contact with the aura about Kileek.
The freezing cold causes a Thri-Kreen intense pain!
The intense cold causes a Thri-Kreen's entire body to slooooow doooowwwnn!
A Thri-Kreen shivers as he hits Kileek.
A Thri-Kreen's impressive slash strikes Kileek.
A Thri-Kreen suffers from contact with the aura about Kileek.
The freezing cold causes a Thri-Kreen intense pain!
A Thri-Kreen shivers as he hits Kileek.
Kileek easily blocks a Thri-Kreen's lunge at him.
Kileek's black double-edged shortsword dubbed, Huntsmaster [poor] parries a Thri-Kreen's lunge at Kileek.
A Thri-Kreen parries Kileek's lunge at him.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  small wounds >
 A Thri-Kreen delivers a sound hit on Kileek but does not sweep him off his feet.
A Thri-Kreen's powerful slash strikes Kileek hard.
A Thri-Kreen suffers from contact with the aura about Kileek.
The freezing cold causes a Thri-Kreen intense pain!
A Thri-Kreen shivers as he hits Kileek.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  few wounds >
 [Damage:  1 ] Your weak crush grazes a Thri-Kreen.
You start chanting...
Mub enters from the west.
Dox enters from the west.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  few wounds >
 Dox starts casting an offensive spell.

< 478h/478H 236v/239V Pos: standing >
< T: Kileek TP: kne TC: few wounds E: A Thri-Kreen sta EP:  few wounds >
 Noz heroically rescues Kileek.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 Casting: full heal 

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 You complete your spell...
A torrent of divine energy flows into Kileek's body, and his wounds begin to heal!

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 A Thri-Kreen's weak slash grazes Noz.
Noz dodges a Thri-Kreen's attack.
Noz blocks a Thri-Kreen's lunge at him.
A Thri-Kreen's weak slash grazes Noz.
A Thri-Kreen misses Noz.
A Thri-Kreen misses Noz.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 Noz misses a Thri-Kreen.
A Thri-Kreen blocks Noz's lunge at him.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 Kileek rises to his feet.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  few wounds >
 Dox completes his spell...
Dox utters the word 'yufzbarr'
Dox smirks as his fireball explodes into the face of a Thri-Kreen.
Mub suddenly attacks a Thri-Kreen!
Mub misses a Thri-Kreen.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 
< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen avoids being bashed by Kileek, who loses his balance and falls.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 Your devotion to your god causes you to unleash a Flurry of attacks against a Thri-Kreen!
You say in common 'Beg for forgiveness and be saved!'
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen dodges your futile attack.
You miss a Thri-Kreen.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen dodges Kileek's attack.

< 478h/478H 236v/239V Pos: standing >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen attempts to flee.
A Thri-Kreen leaves west.
Who should the spell be cast upon?  You must specify a target!

< 478h/478H 236v/239V Pos: standing >
On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East  -West 
A handful of coins lie here.
A Thri-Kreen (medium) DreadLord  *-* Bloodlust *-* stands in mid-air here.(Red Aura)

< 478h/478H 235v/239V Pos: standing >
Noz enters from the east.
You miss a Thri-Kreen.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Noz suddenly attacks a Thri-Kreen!
Noz's decent crush wounds a Thri-Kreen.
Noz shivers as he hits a Thri-Kreen.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Mub enters from the east.
Dox enters from the east.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen parries your futile lunge at him.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 You block a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.
You block a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.
A Thri-Kreen misses you.
A Thri-Kreen misses you.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Noz says in common 'later skater'
Kileek crawls in from the east.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Noz waves happily.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Kileek rises to his feet.
Saving Doo.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Noz's decent crush wounds a Thri-Kreen.
Noz shivers as he hits a Thri-Kreen.
A Thri-Kreen dodges Noz's attack.
A Thri-Kreen blocks Noz's kick with his arm.
Kileek leaves west.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Kileek enters from the west.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 Dox starts casting an offensive spell.
A Thri-Kreen avoids being bashed by Kileek, who loses his balance and falls.

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen dodges your futile attack.
A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!

< 478h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:excellent E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen misses you.
You block a Thri-Kreen's lunge at you.
A Thri-Kreen's whip wounds you.
A Thri-Kreen's slash wounds you.
You block a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.

< 461h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 Dox completes his spell...
Dox utters the word 'yufzbarr'
Dox smirks as his fireball explodes into the face of a Thri-Kreen.

< 461h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!

< 461h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Mub assists Kileek heroically.
Mub misses a Thri-Kreen.

< 461h/478H 235v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Noz misses a Thri-Kreen.
A Thri-Kreen dodges Noz's attack.
Noz misses a Thri-Kreen with a clumsy kick.
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves west.

< 461h/478H 235v/239V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East 
A Thri-Kreen (medium) DreadLord  *-* Bloodlust *-* stands in mid-air here.(Red Aura)

< 461h/478H 234v/239V Pos: standing >
A Thri-Kreen leaves east.
Slay whom?

< 461h/478H 234v/239V Pos: standing >
Mub enters from the east.
Dox enters from the east.

< 461h/478H 234v/239V Pos: standing >
Alas, you cannot go that way. . . .

< 461h/478H 235v/239V Pos: standing >
On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East  -West 
Fresh blood covers everything in the area.
A handful of coins lie here.
Kileek  The Resistance (Thri-Kreen)(medium) crouches, floating here.(Gold Aura)
A globe of darkness floats near Kileek's head.
Noz  The Resistance (Firbolg)(huge) stands, floating here.

< 461h/478H 234v/239V Pos: standing >
Mub enters from the west.
Dox enters from the west.

< 461h/478H 235v/239V Pos: standing >
On the Merchant Dock
   Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
A bright light fills this area.
Obvious exits: -North -East  -West 
Fresh blood covers everything in the area.
The Caravel ButterNutz floats here.
The Caravel AMERICA GREAT AGAIN! floats here.
The Caravel Enjoy! floats here.
The Caravel Windshield floats here.
A Thri-Kreen (medium) DreadLord  *-* Bloodlust *-* stands in mid-air here.(Red Aura)
Fugly, the gap-toothed and cross-eyed shipwright stands here.

< 461h/478H 234v/239V Pos: standing >
You score a CRITICAL HIT!!!!!
[Damage:  1 ] Your weak crush wounds a Thri-Kreen.
You shiver from the unnatural cold as you hit a Thri-Kreen.

< 460h/478H 234v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Mub enters from the west.
Dox enters from the west.

< 460h/478H 234v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Kileek enters from the west.
Noz enters from the west.

< 460h/478H 234v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Noz leaves west.
Mub leaves west.
Dox leaves west.
Kileek suddenly attacks a Thri-Kreen!
Kileek's impressive bludgeon enshrouds a Thri-Kreen in a mist of blood.
The freezing cold causes Kileek intense pain!
The intense cold causes Kileek's entire body to slooooow doooowwwnn!
Kileek shivers as he hits a Thri-Kreen.

< 460h/478H 234v/239V Pos: standing >
< T: Doo TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 You are knocked to the ground by a Thri-Kreen's mighty bash!

< 457h/478H 234v/239V Pos: sitting >
< T: Doo TP: sit TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Noz enters from the west.
Mub enters from the west.
Dox enters from the west.

< 457h/478H 234v/239V Pos: sitting >
< T: Doo TP: sit TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Noz suddenly attacks a Thri-Kreen!
Noz's impressive crush grievously wounds a Thri-Kreen.
A Thri-Kreen is stunned!
Noz shivers as he hits a Thri-Kreen.
Dox starts casting an offensive spell.

< 457h/478H 234v/239V Pos: sitting >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 A Thri-Kreen leaps into the air, avoiding your attack.

< 457h/478H 234v/239V Pos: sitting >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Noz blocks a Thri-Kreen's lunge at him.
Noz parries a Thri-Kreen's lunge at him.
A Thri-Kreen's weak whip grazes Noz.
A Thri-Kreen misses Noz.
A Thri-Kreen's weak bludgeon grazes Noz.

< 457h/478H 234v/239V Pos: sitting >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Mub suddenly attacks a Thri-Kreen!
Mub misses a Thri-Kreen.

< 457h/478H 234v/239V Pos: sitting >
< T: Noz TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 A Thri-Kreen's skin seems to turn to stone.
Kileek's weak slash strikes a Thri-Kreen very hard.
A Thri-Kreen is incapacitated and will slowly die, if not aided.
The freezing cold causes Kileek intense pain!
The intense cold causes Kileek's entire body to slooooow doooowwwnn!
Kileek shivers as he hits a Thri-Kreen.
A Thri-Kreen slumps to the ground.
Kileek's bludgeon critically injures a Thri-Kreen.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
The freezing cold causes Kileek intense pain!
The intense cold causes Kileek's entire body to slooooow doooowwwnn!
Kileek shivers as he hits a Thri-Kreen.
A blood spray erupts from a Thri-Kreen as he is bludgeoned to death by Kileek.
A Thri-Kreen's griffon feather cloak [superior] was completely destroyed by the massive blow!
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!