The death of [56 Necromancer] Duna (Orc)

in The South Gates of the Shady Grove

from the perspective of [56 Necromancer] Duna (Orc)

<worn on head>       a ghastly hide tiara from Bugentolen
<worn on eyes>       a bugbear-skin eyepatch
<worn about body>    a fragile emerald bodycloak
<worn about waist>   a belt of ragged flesh
<held as shield>     a twined hardwood tower shield
<worn around wrist>  a sinister bronze wristguard from Bugentolen
<worn around wrist>  a frost-rimed leather bracelet from Bugentolen
<worn on hands>      some dented hide mitts
<worn on finger>     a silvery ring studded with gems (magic)
<worn on finger>     a silvery ring studded with gems (magic)
<primary weapon>     an unearthly leather sickle (magic)
<worn on legs>       some brutal cured leather leggings from Bugentolen
<worn on feet>       some pitted emerald shoes

Ok.
You put 10 platinum, 0 gold, 0 silver, and 0 copper coins into a large leather backpack.

< 211h/211H 150v/150V Pos: standing >
Ok.
You put 22 platinum, 163 gold, 2 silver, and 1 copper coins into a large leather backpack.

< 211h/211H 150v/150V Pos: standing >

		Score information for Duna

Level: 23   Race: Orc   Class: Necromancer  Sex: Female
Hit points: 211(211)  Moves: 150(150)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:   89 platinum  1221 gold  3611 silver   543 copper
Playing time: 1 days / 10 hours/ 12 minutes
Received data: 0.0122 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 75%
75%
Status:  Standing.
Epic points: 0  Skill points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   3
Detecting:       Good Magic Life
Protected from:  Fire
Enchantments:    Ultravision Fly Aware Levitation
Bartender Quests Remaining: 6
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  229 

Active Spells:
--------------
ravenflight (49 minutes)
levitate (18 minutes)


		Score information for Duna

Level: 23   Race: Orc   Class: Necromancer  Sex: Female
Hit points: 211(211)  Moves: 150(150)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:   89 platinum  1221 gold  3611 silver   543 copper
Playing time: 1 days / 10 hours/ 12 minutes
Received data: 0.0122 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 75%
75%
Status:  Standing.
Epic points: 0  Skill points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   3
Detecting:       Good Magic Life
Protected from:  Fire
Enchantments:    Ultravision Fly Aware Levitation
Bartender Quests Remaining: 6

< 211h/211H 150v/150V Pos: standing >
You get a small pile of coins from your large leather backpack.
There were: 32 platinum coins, 163 gold coins, 2 silver coins, 1 copper coin. 

< 211h/211H 150v/150V Pos: standing >
You are carrying: (3/11)
a large leather backpack
a rugged adventurers satchel (magic) (illuminating)
some knight's cured leather cuirass

< 211h/211H 150v/150V Pos: standing >
[3] a spellbook
an obsidian and steel round shield
[3] a small round wooden shield
a stout dagger

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.

< 211h/211H 150v/150V Pos: standing >
You get a large leather backpack from a rugged adventurers satchel.

< 211h/211H 150v/150V Pos: standing >
Ok.
You put 32 platinum, 163 gold, 2 silver, and 1 copper coins into a large leather backpack.

< 211h/211H 150v/150V Pos: standing >
a stout dagger
a belt pouch
[4] a transparent potion
[2] a quill
a quill
[3] a steel dagger
[2] a thin steel dagger

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
The Storage Locker for Mucla
Obvious exits: -North#
a satchel used to hold various items lies here. (magic) (illuminating)
An ornate chest bearing items that are unsorted.

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
a small pile of coins

< 211h/211H 150v/150V Pos: standing >
[3] a spellbook
an obsidian and steel round shield
[3] a small round wooden shield
a stout dagger

< 211h/211H 150v/150V Pos: standing >
You get a small pile of coins from your large leather backpack.
There were: 32 platinum coins, 163 gold coins, 2 silver coins, 1 copper coin. 

< 211h/211H 150v/150V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 211h/211H 150v/150V Pos: standing >
Ok.
You put 32 platinum, 0 gold, 0 silver, and 0 copper coins into a large leather backpack.

< 211h/211H 150v/150V Pos: standing >
Ok.
You put 0 platinum, 163 gold, 2 silver, and 1 copper coins into a large leather backpack.

< 211h/211H 150v/150V Pos: standing >
Autosaving...

< 211h/211H 150v/150V Pos: standing >
You drop a large leather backpack.

< 211h/211H 150v/150V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 211h/211H 150v/150V Pos: standing >
Ok.

< 211h/211H 150v/150V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
In the Northern Branch of the Bank of the Shady
   This northern branch of the Bank of the Shady is situated in a large and
quite lavish building. Its floor is tiled in white marble. The walls are
constructed of stone engraved with a variety of symbols. A large red elven rug
lies centered in the room. On the south wall of the bank, there is a ledge
equipped with a few fountain pens. The teller window is located just opposite
this ledge. A small sign is located at this window. The only exit lies west
back to the Path of the Damned.
This area seems to be devoid of magic!
Obvious exits: -West
The corpse of a stray dog is lying here.
A large wooden counter is here, with a sign posted on it.

< 211h/211H 149v/150V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Duna
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
[2] a satchel used to hold various items lies here. (magic) (illuminating)
A rather large leather backpack lies here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 9 items, this cost you 2 silver, and 8 copper'

< 211h/211H 149v/150V Pos: standing >

< 211h/211H 149v/150V Pos: standing >
a silvery ring studded with gems (magic)
a pair of dwarf-hide sleeves (magic)
some blood red leg plates
a large two-handed sword
a soldier's bone bastard sword from Bugentolen (magic)
a human-made leather scimitar (magic)

< 211h/211H 149v/150V Pos: standing >

< 211h/211H 149v/150V Pos: standing >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.

< 211h/211H 149v/150V Pos: standing >
You get a silvery ring studded with gems from a large wooden chest.

< 211h/211H 150v/150V Pos: standing >
You get a pair of dwarf-hide sleeves from a large wooden chest.

< 211h/211H 150v/150V Pos: standing >
You get some blood red leg plates from a large wooden chest.

< 211h/211H 150v/150V Pos: standing >
You are carrying: (6/11)
some blood red leg plates
a pair of dwarf-hide sleeves (magic)
a silvery ring studded with gems (magic)
a large leather backpack
a rugged adventurers satchel (magic) (illuminating)
some knight's cured leather cuirass

< 211h/211H 150v/150V Pos: standing >
a stout dagger
a belt pouch
[4] a transparent potion
[2] a quill
a quill
[3] a steel dagger
[2] a thin steel dagger

< 211h/211H 150v/150V Pos: standing >
The Storage Locker for Duna
Obvious exits: -North#
[2] a satchel used to hold various items lies here. (magic) (illuminating)
A rather large leather backpack lies here.
An ornate chest bearing items that are unsorted.

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
a flawless gemstone
a misshaped hardwood great sword from Bugentolen
a small chunk of pure gold
a leg bone
[3] a bugbear-skin eyepatch
a small chunk of pure silver
some intergalactic dust (magic)
a HUGE sapphire
a prismatic crystalline shard (glowing)
some translucent, primordial chitin goo (magic)
a small chunk of the purest mithril
a polished piece of hard wood
a large steel fragment
a strangely-twisted piece of wood
[3] a silvery ring studded with gems (magic)
a small reptile scale
a large piece of glasssteel
[4] a pair of dwarf-hide sleeves (magic)
a mask of sewn flesh (magic)
[2] some oddly engraved bracers
a superior ivory skullcap
a static leather cloak
a beautiful copper coif
a twisted obsidian horn
a bloody softwood collar
a blood-stained hide girth from Bugentolen
some gleaming softwood pants
an icy ivory veil
a static brass platemail
some pitted softwood shoes
some knight's copper cuirass from Bugentolen
a ghastly hardwood platemail
[2] a belt of ragged flesh
a strange yellow and blue cross
a large mithril fragment
[2] a small diamond
a flawless gemstone
a misshaped hardwood great sword from Bugentolen
a small chunk of pure gold
a leg bone
[3] a bugbear-skin eyepatch
a small chunk of pure silver
some intergalactic dust (magic)
a HUGE sapphire
a prismatic crystalline shard (glowing)
some translucent, primordial chitin goo (magic)
a small chunk of the purest mithril
a polished piece of hard wood
a large steel fragment
a strangely-twisted piece of wood
[3] a silvery ring studded with gems (magic)
a small reptile scale
a large piece of glasssteel
[4] a pair of dwarf-hide sleeves (magic)
a mask of sewn flesh (magic)
[2] some oddly engraved bracers
a superior ivory skullcap
a static leather cloak
a beautiful copper coif
a twisted obsidian horn
a bloody softwood collar
a blood-stained hide girth from Bugentolen
some gleaming softwood pants
an icy ivory veil
a static brass platemail
some pitted softwood shoes
some knight's copper cuirass from Bugentolen
a ghastly hardwood platemail
[2] a belt of ragged flesh
a strange yellow and blue cross
a large mithril fragment
[2] a small diamond

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
You get a rugged adventurers satchel.

< 211h/211H 150v/150V Pos: standing >
Ok.

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
There is no locker here.

< 211h/211H 150v/150V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
In the Northern Branch of the Bank of the Shady
   This northern branch of the Bank of the Shady is situated in a large and
quite lavish building. Its floor is tiled in white marble. The walls are
constructed of stone engraved with a variety of symbols. A large red elven rug
lies centered in the room. On the south wall of the bank, there is a ledge
equipped with a few fountain pens. The teller window is located just opposite
this ledge. A small sign is located at this window. The only exit lies west
back to the Path of the Damned.
This area seems to be devoid of magic!
Obvious exits: -West
The corpse of a stray dog is lying here.
A large wooden counter is here, with a sign posted on it.
An orcish street sweeper is here cleaning the city from rubbish.
A draft horse stands here nibbling on your sleeve.
An orcish guard sits atop a draft horse.

< 211h/211H 149v/150V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Mucla
This area seems to be devoid of magic!
An unnatural silence fills this area.
Obvious exits: -North#
a satchel used to hold various items lies here. (magic) (illuminating)
A rather large leather backpack lies here.
An ornate chest bearing items that are unsorted.

The escort says 'You have 7 items, this cost you 2 silver, and 2 copper'
WARNING: This isn't your own locker.  Therefore, you'll be ejected if
you are idle for more then 2 minutes.

< 211h/211H 149v/150V Pos: standing >

< 211h/211H 149v/150V Pos: standing >

< 211h/211H 149v/150V Pos: standing >
a small pile of coins
a serpentine lash (magic)
a thick shingle
some silk
a well-used limestone tower shield
some drow-made softwood leggings
a fine softwood helmet
a magical clay bodycloak from Faang
a bent ring
a small ruby
a large stone warhammer
a quill
[2] a spellbook
a quill
a pair of spiked leather sleeves
a pair of sparkled mesh gloves
some studded black boots
a pair of spiked leather leggings
a bone razored skull
a gale-crested combat vest
a necklace of dangling drider fangs
a jade studded collar (magic)
a band of hematite (magic)
a crucifix marbled earring
an earring of the black rose (magic)
a human-skin mask (magic)
a black silken skull eyepatch
[2] a braid of black and blue fur (magic)
a thri-kreen carapace belt
a small pile of coins
a serpentine lash (magic)
a thick shingle
some silk
a well-used limestone tower shield
some drow-made softwood leggings
a fine softwood helmet
a magical clay bodycloak from Faang
a bent ring
a small ruby
a large stone warhammer
a quill
[2] a spellbook
a quill
a pair of spiked leather sleeves
a pair of sparkled mesh gloves
some studded black boots
a pair of spiked leather leggings
a bone razored skull
a gale-crested combat vest
a necklace of dangling drider fangs
a jade studded collar (magic)
a band of hematite (magic)
a crucifix marbled earring
an earring of the black rose (magic)
a human-skin mask (magic)
a black silken skull eyepatch
[2] a braid of black and blue fur (magic)
a thri-kreen carapace belt

< 211h/211H 149v/150V Pos: standing >
You drop a rugged adventurers satchel.

< 211h/211H 149v/150V Pos: standing >
You are carrying: (6/11)
some blood red leg plates
a pair of dwarf-hide sleeves (magic)
a silvery ring studded with gems (magic)
a large leather backpack
a rugged adventurers satchel (magic) (illuminating)
some knight's cured leather cuirass

< 211h/211H 150v/150V Pos: standing >
You drop some blood red leg plates.

< 211h/211H 150v/150V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 211h/211H 150v/150V Pos: standing >
You drop a pair of dwarf-hide sleeves.

< 211h/211H 150v/150V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 211h/211H 150v/150V Pos: standing >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.

< 211h/211H 150v/150V Pos: standing >
You drop a silvery ring studded with gems.

< 211h/211H 150v/150V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...

< 211h/211H 150v/150V Pos: standing >

< 211h/211H 150v/150V Pos: standing >
Ok.

< 211h/211H 150v/150V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
In the Northern Branch of the Bank of the Shady
   This northern branch of the Bank of the Shady is situated in a large and
quite lavish building. Its floor is tiled in white marble. The walls are
constructed of stone engraved with a variety of symbols. A large red elven rug
lies centered in the room. On the south wall of the bank, there is a ledge
equipped with a few fountain pens. The teller window is located just opposite
this ledge. A small sign is located at this window. The only exit lies west
back to the Path of the Damned.
This area seems to be devoid of magic!
Obvious exits: -West
The corpse of a stray dog is lying here.
A large wooden counter is here, with a sign posted on it.

< 211h/211H 149v/150V Pos: standing >

< 211h/211H 149v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and west into a meeting hall and east into the Bank
of the Shady Grove.
Obvious exits: -North -East -South -West#
The corpse of a female orc is lying here.
A draft horse stands here nibbling on your sleeve.
An orcish guard sits atop a draft horse.
A cute kitten rolls on the ground here playing with a ball of yarn.

< 211h/211H 148v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path.
Obvious exits: -North -South
The corpse of an orcish thief is lying here.

< 211h/211H 147v/150V Pos: standing >
Alas, you cannot go that way. . . .

< 211h/211H 147v/150V Pos: standing >
The Damned-Peace Intersection
   This intersection provides access to the Dark Path to Peace and
the Path of the Damned.  Both of which are two main arteries of the
city.  Many citizen can be seen running about taking care of their tasks
at hand.  A large church can be seen off to the west. A large cemetery is
located further east along the Dark Path to Peace.  There are exits east,
west, and south leading deeper into the Shady Grove.
Obvious exits: -East -South -West
A wandering orcish soul, flying about here, is searching for a new victim.

< 211h/211H 146v/150V Pos: standing >
The Dark Path to Peace
   This smaller street of the Grove is formed out of a conglomerate of stones.
Small pieces of marble granite, and sandstone form a mosaic-looking pathway.
This street is kept clean and provides access to many homes and shops. The
Church of the Black Order of Orcs is situated further west.  The cemetery of
the Shady Grove is located further north on this pathway. There is an odor
of smoke from a burning fire.  There are exits to the west and north
leading into various parts of the city.
Obvious exits: -North -West
A stray hound carefully sniffs and explores the area.
A black hooded orc stands here in the shadow.

< 211h/211H 146v/150V Pos: standing >
The Damned-Peace Intersection
   This intersection provides access to the Dark Path to Peace and
the Path of the Damned.  Both of which are two main arteries of the
city.  Many citizen can be seen running about taking care of their tasks
at hand.  A large church can be seen off to the west. A large cemetery is
located further east along the Dark Path to Peace.  There are exits east,
west, and south leading deeper into the Shady Grove.
Obvious exits: -East -South -West
A wandering orcish soul, flying about here, is searching for a new victim.

< 211h/211H 145v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path.
Obvious exits: -North -South
The corpse of an orcish thief is lying here.

< 211h/211H 144v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and west into a meeting hall and east into the Bank
of the Shady Grove.
Obvious exits: -North -East -South -West#
The corpse of a female orc is lying here.
A draft horse stands here nibbling on your sleeve.
An orcish guard sits atop a draft horse.
A cute kitten rolls on the ground here playing with a ball of yarn.

< 211h/211H 144v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. The Barrelers of the
Shady Grove have an establishment to the east. There are also exits to the
north and south along this path.
Obvious exits: -North -East -South
Crawling about, this baby orc is crying loudly.
Crawling about, this baby orc is crying loudly.

< 211h/211H 143v/150V Pos: standing >
The Great Unholy Fountain of the Shady Grove
  A large fountain, almost 40 feet in diameter, rests here in a large
plaza at the center of the intersection of The Path of Prosperity and
The Path of the Damned.  The fountain bubbles water up from almost an
endless supply.  A large church can be seen rising above the city to the
north.  Several other towers which rise above the city can be seen from
the vantage point.  The Path of the Damned runs north and south from here.
Running west and east from here is the Path of Prosperity. The exits all
around lead into various parts of the city.
Obvious exits: -North -East -South -West
Before you stands a huge board containing news and feedback.
A large fountain bubbles water up from the ground.
The grinning bobcat hungrily peers through the area.
A cute kitten rolls on the ground here playing with a ball of yarn.
An orc guard of the Black Order is here watching your every action.
The town crier of Shady Grove stands here, shouting.
An orcish guard stands here patrolling.

< 211h/211H 143v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and east into a small and peaceful holy shrine.
Obvious exits: -North -East -South -West
An orcish merchant is standing here completing his next transaction.
A wandering orcish soul, flying about here, is searching for a new victim.
An orcish elite searches the area here for any signs of problems.

< 211h/211H 142v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path, west into an alley, and east to the bakery.
Obvious exits: -North -East -South -West
Rulnar Disciple of Lloth (Ogre)(huge) stands in mid-air here.
(Q)An old orcish woman cries over the loss of her spouse.

< 211h/211H 141v/150V Pos: standing >
Rulnar leaves north.
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Rotten corpses of some animals are seen along the
side of this street. There is a potent stench of decay in this area. The
only exits are east and west leading into various parts of the Grove.
Obvious exits: -East -West
An orcish elite searches the area here for any signs of problems.

< 211h/211H 141v/150V Pos: standing >
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Among these puddles of water are scattered lose change
and other unwanted items that people have carelessly dropped. The only
exits are east and up which lead into various parts of town.
Obvious exits: -East -Up
Crawling about, this baby orc is crying loudly.

< 211h/211H 140v/150V Pos: standing >
The Bar of Dancing Flame
   Chairs and tables can be found through out this room. This bar serves as
a gathering place for social events. Many drunks can always be found here.
There is a large counter along the west wall where most of the drunks are
gathered drinking heartily. Drinks and other items are available for sample
in this store. The only exits are down and north out of the this bar.
Obvious exits: -North -Down
A mighty board stands here held up by great swords reading 'Flame Board.'
An orc guard of the Black Order is here watching your every action.
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.

< 211h/211H 139v/150V Pos: standing >
The Inn of the Shady Grove
   The small and simple room here is decorated with a variety of
plants and pieces of furniture.  The room is constructed from stone
and mortar.  The room glows an erie yellow from the large candles
which burn on the counter along the west wall.  A hallway can be
seen just beyond the counter where visitors have taken some time
off.  There are exits leading into the House of the Poor and the
Bar of the Dancing Flame.
Obvious exits: -East -South
An orc anti-paladin surveys the area for intruders.
An orcish guard stands here patrolling.

< 211h/211H 139v/150V Pos: standing >
Rulnar enters from the south.

< 211h/211H 142v/150V Pos: standing >
The innkeeper stores Rulnar's stuff in the safe and shows him to his room.

< 211h/211H 143v/150V Pos: standing >
Dawken shrugs into a shabby alligator skin jerkin.
Dawken places a pair of tight black slippers on his feet.
Dawken has entered the game.

< 211h/211H 150v/150V Pos: standing >
Dawken leaves south.

< 211h/211H 150v/150V Pos: standing >
The Bar of Dancing Flame
   Chairs and tables can be found through out this room. This bar serves as
a gathering place for social events. Many drunks can always be found here.
There is a large counter along the west wall where most of the drunks are
gathered drinking heartily. Drinks and other items are available for sample
in this store. The only exits are down and north out of the this bar.
Obvious exits: -North -Down
A mighty board stands here held up by great swords reading 'Flame Board.'
An orc guard of the Black Order is here watching your every action.
(Q)Ixie, the bartender, stands behind the counter ready to serve you.
A dancing elven girl dances along her way through the bar.

< 211h/211H 149v/150V Pos: standing >
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Among these puddles of water are scattered lose change
and other unwanted items that people have carelessly dropped. The only
exits are east and up which lead into various parts of town.
Obvious exits: -East -Up
Crawling about, this baby orc is crying loudly.

< 211h/211H 148v/150V Pos: standing >
A Small Side Street of the Grove
  This pathway is almost ten feet wide and is heavily littered with trash
and other debris.  Many visitors to the city use this pathway to acess the
inn and bar which lie just ahead. Large puddles of water gather here due to
poor drainage system. Rotten corpses of some animals are seen along the
side of this street. There is a potent stench of decay in this area. The
only exits are east and west leading into various parts of the Grove.
Obvious exits: -East -West

< 211h/211H 147v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path, west into an alley, and east to the bakery.
Obvious exits: -North -East -South -West
(Q)An old orcish woman cries over the loss of her spouse.

< 211h/211H 146v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and there is an exit east to the shopping district
of the city.
Obvious exits: -North -East -South

< 211h/211H 145v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East -South -West
An orcish merchant is standing here completing his next transaction.
Crawling about, this baby orc is crying loudly.

< 211h/211H 145v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path and a small
scribers shop to the east.
Obvious exits: -North -East -South
An orcish elite in mid-air sits atop a large warhorse.
An orcish shaman is here practicing a new spell.

< 211h/211H 144v/150V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East -South -West
An orcish shaman is here practicing a new spell.

< 211h/211H 143v/150V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
A bright light fills this area.
Obvious exits: -North -East -West -Down
Fresh blood covers everything in the area.
The corpse of the orc gate guard is lying here.
[2] The corpse of an orcish guard is lying here.
The corpse of an orcish thief is lying here.
The corpse of a young orc sentinel is lying here.
Shattered bits of ice are scattered about the area.
A Barbarian (large) Magister Equitum of The Empire sits resting.(Gold Aura)
You sense a lifeform nearby.
You sense a lifeform nearby.
A Barbarian (medium) Magister Militum of The Empire in mid-air sits atop a beautiful pegasus, fighting a young orc sentinel.(Gold Aura)
The orc gate guard stands here, fighting a Barbarian.
The orc gate guard stands here, fighting a Barbarian.
A young orc sentinel is lying here, fighting a Barbarian.
A young orc sentinel stands here, fighting a Barbarian.
A massive umber hulk stands here chained to the ground.
The orc gate guard of the Shady Grove stands here on duty.
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
A bright light fills this area.
Obvious exits: -North -East -West -Down
Fresh blood covers everything in the area.
The corpse of the orc gate guard is lying here.
[2] The corpse of an orcish guard is lying here.
The corpse of an orcish thief is lying here.
The corpse of a young orc sentinel is lying here.
Shattered bits of ice are scattered about the area.
A Barbarian (large) Magister Equitum of The Empire sits resting.(Gold Aura)
You sense a lifeform nearby.
You sense a lifeform nearby.
A Barbarian (medium) Magister Militum of The Empire in mid-air sits atop a beauti
< 211h/211H 143v/150V Pos: standing >
A Barbarian's impressive slash causes a young orc sentinel to grimace in pain.
A Barbarian's impressive slash grievously wounds a young orc sentinel.
A young orc sentinel is stunned!
A young orc sentinel is slashed into two by a master stroke performed by a Barbarian.
A young orc sentinel is dead! R.I.P.
The last gasps of a young orc sentinel cause a sickening chill to run up your spine.
A young orc sentinel stops following the orc gate guard.

< 211h/211H 144v/150V Pos: standing >
A faint hum can be heard from the crown of Aramus carried by someone.

< 211h/211H 145v/150V Pos: standing >
Someone closes the black.

< 211h/211H 145v/150V Pos: standing >
A beautiful pegasus's hooves crash into you with a stunning force!
OUCH!  That really did HURT!

< 172h/211H 145v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: A Barbarian sta EP: excellent >
 A beautiful pegasus's crude thrash grazes the orc gate guard.
A beautiful pegasus misses the orc gate guard.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 Someone bravely steps in front of someone, shielding him from harm!
Someone withstands a bash from the orc gate guard, who bounces back and falls.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 
< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 An umber hulk leaves west.
A Barbarian clambers to his feet.
A Barbarian snaps out of his trance, looking frustrated.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 A Barbarian suddenly attacks YOU!
A Barbarian misses you.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: someone sta EP: excellent >
 Someone parries the orc gate guard's lunge at him.
Someone parries the orc gate guard's lunge at him.
Someone avoids being bashed by the orc gate guard, who loses his balance and falls.
The orc gate guard suddenly appears a bit confused!
The orc gate guard's impressive slash grazes a Barbarian.
The orc gate guard suffers from contact with the aura about a Barbarian.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: A Barbarian sta EP: excellent >
 A Barbarian parries a young orc sentinel's lunge at him.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: A Barbarian sta EP: excellent >
 A faint hum can be heard from the sphere of wind carried by someone.

< 172h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: small wounds E: A Barbarian sta EP: excellent >
 A young orc sentinel clambers to his feet.
Someone completes his spell...
Someone utters the word 'pzar'
The might of a Dwarf's god is thrust upon your body, causing significant damage!
OUCH!  That really did HURT!

< 116h/211H 146v/150V Pos: standing >
< T: Duna TP: sta TC: few wounds E: A Barbarian sta EP: excellent >
 A Barbarian's powerful slash enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A Barbarian's impressive slash enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A Barbarian's powerful slash critically injures you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your vision spins into darkness as your head falls towards the ground.
Your glowing hide tunic was completely destroyed by the massive blow!
Your pair of dwarf-hide sleeves was completely destroyed by the massive blow!
Your jeweled hardwood mask was completely destroyed by the massive blow!
Your exquisite iron badge was completely destroyed by the massive blow!