The death of [45 BeRSeRKeR] Acuru (Minotaur)

in Within a Ordinary White Washed Dwelling

from the perspective of [41 Healer] Lithglen (Halfling)

<worn on head>       an exquisite platinum helm from The Outcasts Tower
<worn on eyes>       a frigid icy visor
<worn on face>       a masterly-crafted gem veil
<worn around neck>   a beautiful sapphire pendant
<worn around neck>   a seaweed covered necklace
<worn on body>       some icy diamond cuirass from City of Torrhan
<worn about waist>   a waistband of rock and stone
<held as shield>     a shield of black bone
<worn on hands>      some well-crafted dragonscale gauntlets
<worn on finger>     a tiny amethyst ring
<worn on finger>     a tiny amethyst ring
<held>               a globe of spruce


   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 99v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Desert Sea
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: Along the Desert Sea
</map>
Along the Desert Sea
   A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North -East -South -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 98v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 98v/101V Pos: standing >

< 407h/407H 98v/101V Pos: standing >
Acuru leaves north.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the south.

< 407h/407H 100v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the north.

< 407h/407H 99v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
A filthy vagabond begs for some food.
Jocelyn enters from the north.

< 407h/407H 98v/101V Pos: standing >

< 407h/407H 98v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
An ordinary peasant is here.
A scarab burrows into the sand.
Jocelyn enters from the north.

< 407h/407H 98v/101V Pos: standing >

< 407h/407H 98v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
A filthy peasant begs for spare change.
Jocelyn enters from the north.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
A scarab burrows into the sand.
Jocelyn enters from the north.

< 407h/407H 100v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the north.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 99v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Acuru (HardCore) (Minotaur)(giant) stands here.
A ragged gypsy follows his king.
Jocelyn enters from the north.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru leaves south.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the north.

< 407h/407H 100v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
Acuru (HardCore) (Minotaur)(giant) stands here.
A filthy vagabond begs for some food.
A ragged gypsy follows his king.
Jocelyn enters from the east.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 99v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 100v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 99v/101V Pos: standing >
Acuru leaves west.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Winding Sand Dune Trail
</map>
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North# -East -South
Acuru (HardCore) (Minotaur)(giant) stands here.
Jocelyn enters from the east.

< 407h/407H 99v/101V Pos: standing >

< 407h/407H 99v/101V Pos: standing >
Acuru opens the door.

< 407h/407H 101v/101V Pos: standing >
Acuru leaves north.
You follow Acuru.


<map>
Zone: The Desert City of Venan'Trut.
Room: Within a Ordinary White Washed Dwelling
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: Within a Ordinary White Washed Dwelling
</map>
Within a Ordinary White Washed Dwelling
   Citizens of this desert city have many different religions, some believing
in the dark gods, others quite content believing in the good gods. However, the
majority of the people within this city are pagans. Luncaster, the founder
of the Order of Chaos and Havoc, believes in darkness. Huge sculptures have
been created by him in order to progress his enrollment of fellow citizens,
and to leach money from them. These huge creations of clay sit in all corners
and spaces in the house. Some of them are decorated with ornate jewelry.
Paintings portraying his version of the history of his gods are hung on the
walls. A huge circular table for dining remains in the center of the room,
obviously not used in quite some time. It isn't difficult to tell, but this
isn't a house to live in, but merely for show, to collect membership dues and
to entice new members, to otherwise duke them into joining this little club.
Although the Sultan has no qualms anyone or any organization within the city,
he often keeps tabs of any large organization such as this one.
Obvious exits: -South
Acuru (HardCore) (Minotaur)(giant) stands here.
An ordinary citizen looks at you deeply.
Jocelyn enters from the south.

< 407h/407H 100v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru suddenly attacks an ordinary citizen!
Acuru misses an ordinary citizen.

< 407h/407H 100v/101V Pos: standing >
Acuru fills with a SURGE of BLoOdLuST! ROARRRRRRRR!!!


< 407h/407H 100v/101V Pos: standing >
An ordinary citizen's fine punch wounds Acuru.
An ordinary citizen's fine punch strikes Acuru.
An ordinary citizen's fine punch wounds Acuru.
An ordinary citizen whacks Acuru in the side with a sound kick.

< 407h/407H 100v/101V Pos: standing >
Acuru's bludgeon wounds an ordinary citizen.
Acuru's awesome crush strikes an ordinary citizen.
Acuru's awesome bludgeon strikes an ordinary citizen.
Acuru misses an ordinary citizen.
But you aren't fighting anything!

< 407h/407H 100v/101V Pos: standing >
You start chanting...

< 407h/407H 100v/101V Pos: standing >
You complete your spell...
You touch Acuru invoking a healing energy to cure his wounds.

< 407h/407H 100v/101V Pos: standing >

< 407h/407H 100v/101V Pos: standing >
Acuru's awesome bludgeon strikes an ordinary citizen.
Acuru misses an ordinary citizen.
Acuru's mighty bludgeon wounds an ordinary citizen.
Acuru's awesome bludgeon strikes an ordinary citizen.
Acuru's awesome bludgeon strikes an ordinary citizen.

< 407h/407H 100v/101V Pos: standing >
You sit down and relax.

< 407h/407H 100v/101V Pos: sitting >
You have memorized the following spells:
( 9th circle)  1 - holy word
( 8th circle)  1 - regeneration
( 7th circle)  3 - full heal
               1 - endurance
               1 - lesser resurrect
( 6th circle)  5 - healing salve
( 5th circle)  3 - heal
               3 - vitality
               1 - soulshield
( 4th circle)  1 - summon
               1 - cure disease
               4 - invigorate
( 3rd circle)  7 - cause critical
( 2nd circle)  2 - blindness
               7 - cause serious
( 1st circle)  6 - cause light

And you are currently praying for the following spells:
    2 seconds:  ( 1st) bless
    4 seconds:  ( 1st) armor
    9 seconds:  ( 6th) healing salve

You can pray 2 1st, 1 2nd, 2 3rd, 2 4th and 3 8th circle spell(s).
You continue your praying.

< 407h/407H 100v/101V Pos: sitting >
You start meditating...

< 407h/407H 101v/101V Pos: sitting >
You have finished praying for bless.
An ordinary citizen's punch wounds Acuru.
An ordinary citizen's punch strikes Acuru.
An ordinary citizen's crude punch wounds Acuru.

< 407h/407H 101v/101V Pos: sitting >
Acuru's mighty bludgeon strikes an ordinary citizen.
Acuru's powerful crush wounds an ordinary citizen.
Acuru misses an ordinary citizen.
Acuru's amazing bludgeon strikes an ordinary citizen very hard.
Acuru's awesome bludgeon strikes an ordinary citizen.

< 407h/407H 101v/101V Pos: sitting >
You have finished praying for armor.

< 407h/407H 101v/101V Pos: sitting >
Acuru's bludgeon strikes an ordinary citizen.
Acuru's awesome bludgeon strikes an ordinary citizen.
Acuru misses an ordinary citizen.

< 407h/407H 101v/101V Pos: sitting >
You have finished praying for healing salve.
Your prayers are complete.

< 407h/407H 101v/101V Pos: sitting >
You clamber to your feet.

< 407h/407H 101v/101V Pos: standing >
An ordinary citizen's fine punch wounds Acuru.
An ordinary citizen's impressive punch strikes Acuru.
An ordinary citizen's punch wounds Acuru.
An ordinary citizen's fine punch wounds Acuru.
An ordinary citizen almost sweeps Acuru off of his feet with a well placed leg sweep.
Acuru's mighty bludgeon strikes an ordinary citizen.
Acuru's crush strikes an ordinary citizen.
Acuru's bludgeon strikes an ordinary citizen hard.
Acuru's mighty bludgeon strikes an ordinary citizen hard.
Your battle frenzy fades.
Your battle frenzy fades.
Your battle frenzy fades.

< 385h/385H 101v/101V Pos: standing >
You are already standing.

< 385h/385H 101v/101V Pos: standing >
But you aren't fighting anything!

< 385h/385H 101v/101V Pos: standing >
You start chanting...

< 385h/385H 101v/101V Pos: standing >
Acuru returns to normal as his rage abates.

< 385h/385H 101v/101V Pos: standing >
You complete your spell...
You touch Acuru invoking a healing energy to cure his wounds.

< 385h/385H 101v/101V Pos: standing >
Acuru's mighty bludgeon strikes an ordinary citizen.
Acuru's awesome crush strikes an ordinary citizen very hard.
Acuru's mighty bludgeon strikes an ordinary citizen hard.
Acuru's awesome bludgeon enshrouds an ordinary citizen in a mist of blood.

< 385h/385H 101v/101V Pos: standing >
You sit down and relax.

< 385h/385H 101v/101V Pos: sitting >
You have memorized the following spells:
( 9th circle)  1 - holy word
( 8th circle)  1 - regeneration
( 7th circle)  3 - full heal
               1 - endurance
               1 - lesser resurrect
( 6th circle)  5 - healing salve
( 5th circle)  3 - heal
               3 - vitality
               1 - soulshield
( 4th circle)  1 - summon
               1 - cure disease
               4 - invigorate
( 3rd circle)  7 - cause critical
( 2nd circle)  2 - blindness
               7 - cause serious
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
    5 seconds:  ( 6th) healing salve

You can pray 2 1st, 1 2nd, 2 3rd, 2 4th and 3 8th circle spell(s).
You continue your praying.

< 385h/385H 101v/101V Pos: sitting >
You start meditating...

< 385h/385H 101v/101V Pos: sitting >
Acuru parries an ordinary citizen's lunge at him.
Acuru parries an ordinary citizen's lunge at him.
An ordinary citizen's decent punch wounds Acuru.
An ordinary citizen's punch wounds Acuru.

< 385h/385H 101v/101V Pos: sitting >
You have finished praying for healing salve.
Your prayers are complete.

< 385h/385H 101v/101V Pos: sitting >
Acuru's bludgeon strikes an ordinary citizen very hard.
Acuru's mighty crush strikes an ordinary citizen very hard.
Acuru's mighty bludgeon seriously wounds an ordinary citizen.
Acuru's mighty bludgeon enshrouds an ordinary citizen in a mist of blood.
Acuru's bludgeon seriously wounds an ordinary citizen.

< 385h/385H 101v/101V Pos: sitting >
You clamber to your feet.

< 385h/385H 101v/101V Pos: standing >

< 385h/385H 101v/101V Pos: standing >
You are already standing.

< 385h/385H 101v/101V Pos: standing >
Acuru parries an ordinary citizen's lunge at him.
An ordinary citizen's decent punch wounds Acuru.
An ordinary citizen's crude punch grazes Acuru.
An ordinary citizen's fine punch wounds Acuru.
An ordinary citizen whacks Acuru in the side with a sound kick.

< 385h/385H 101v/101V Pos: standing >

< 385h/385H 101v/101V Pos: standing >
Acuru misses an ordinary citizen.
Acuru's mighty crush causes an ordinary citizen to grimace in pain.
A blood spray erupts from an ordinary citizen as he is bludgeoned to death by Acuru.
An ordinary citizen is dead! R.I.P.
You receive your share of experience.
You raise a level!
Autosaving...
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an ordinary citizen's last actions in this world.

< 393h/393H 101v/101V Pos: standing >
Acuru gets a few coins from the corpse of an ordinary citizen.

< 393h/393H 101v/101V Pos: standing >
Acuru puts a pile of coins into a rugged adventurers satchel.

< 393h/393H 101v/101V Pos: standing >
Acuru finds a secret entrance!

< 393h/393H 101v/101V Pos: standing >
Someone closes the door.

< 393h/393H 101v/101V Pos: standing >
A dark shroud encases a Minotaur as he charges into battle.
Acuru is knocked to the ground by a Minotaur's mighty bash!
A Minotaur dives at Acuru skewering him with his blood red sword named 'Death Rider'.

< 393h/393H 101v/101V Pos: standing >

< 393h/393H 101v/101V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at Acuru.
Acuru's entire body spasms uncontrollably as his soul is viciously attacked by a Kobold.

< 393h/393H 101v/101V Pos: standing >
But you aren't fighting anything!

< 393h/393H 101v/101V Pos: standing >
You start chanting...

< 393h/393H 101v/101V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at Acuru.
Acuru's entire body spasms uncontrollably as his soul is viciously attacked by a Kobold.

< 393h/393H 101v/101V Pos: standing >
Someone parries Acuru's lunge at him.
Someone dodges Acuru's attack.
A Minotaur's fine slash wounds Acuru.
A Minotaur's slash strikes Acuru.
A Minotaur's slash wounds Acuru.

< 393h/393H 101v/101V Pos: standing >
You complete your spell...
You touch Acuru invoking a healing energy to cure his wounds.

< 393h/393H 101v/101V Pos: standing >

< 393h/393H 101v/101V Pos: standing >
Jocelyn opens the door.
Someone closes the door.

< 393h/393H 101v/101V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at Acuru.
Acuru's entire body spasms uncontrollably as his soul is viciously attacked by a Kobold.

< 393h/393H 101v/101V Pos: standing >
You sit down and relax.

< 393h/393H 101v/101V Pos: sitting >
You have memorized the following spells:
( 9th circle)  1 - holy word
( 8th circle)  1 - regeneration
( 7th circle)  3 - full heal
               1 - endurance
               1 - lesser resurrect
( 6th circle)  5 - healing salve
( 5th circle)  3 - heal
               3 - vitality
               1 - soulshield
( 4th circle)  1 - summon
               1 - cure disease
               4 - invigorate
( 3rd circle)  7 - cause critical
( 2nd circle)  2 - blindness
               7 - cause serious
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
    4 seconds:  ( 6th) healing salve

You can pray 3 1st, 1 2nd, 2 3rd, 2 4th, 3 8th and 1 9th circle spell(s).
You continue your praying.

< 393h/393H 101v/101V Pos: sitting >
Acuru clambers to his feet.
You start meditating...

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
A Kobold completes his spell...
A Kobold points at Acuru.
Acuru's entire body spasms uncontrollably as his soul is viciously attacked by a Kobold.

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
You have finished praying for healing salve.
Your prayers are complete.
Someone parries Acuru's lunge at him.
Someone parries Acuru's lunge at him.
Someone parries Acuru's lunge at him.
Acuru's powerful bludgeon wounds a Minotaur.
Acuru ignites into black flames as he hits a Minotaur!
Acuru is knocked to the ground by a Minotaur's mighty bash!
A Minotaur dives at Acuru skewering him with his blood red sword named 'Death Rider'.

< 393h/393H 101v/101V Pos: sitting >

< 393h/393H 101v/101V Pos: sitting >
A Kobold completes his spell...
A Kobold points at Acuru.
Acuru's entire body spasms uncontrollably as his soul is viciously attacked by a Kobold.
A Minotaur's powerful slash strikes Acuru.
A Minotaur's slash strikes Acuru.
A Minotaur's powerful slash strikes Acuru.

< 393h/393H 101v/101V Pos: sitting >
Autosaving...
Jocelyn opens the door.
Someone closes the door.

< 393h/393H 101v/101V Pos: sitting >
You clamber to your feet.

< 393h/393H 101v/101V Pos: standing >

< 393h/393H 101v/101V Pos: standing >
You are already standing.

< 393h/393H 101v/101V Pos: standing >
But you aren't fighting anything!

< 393h/393H 101v/101V Pos: standing >
You start chanting...

< 393h/393H 101v/101V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at Acuru.
A Kobold's iceball shatters upon impacting Acuru, rending flesh and sending blood flying.

< 393h/393H 101v/101V Pos: standing >
Casting: healing salve 

< 393h/393H 101v/101V Pos: standing >
You complete your spell...
You touch Acuru invoking a healing energy to cure his wounds.

< 393h/393H 101v/101V Pos: standing >
Someone parries Acuru's lunge at him.
Someone parries Acuru's lunge at him.
Someone parries Acuru's lunge at him.

< 393h/393H 101v/101V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at Acuru.
A Kobold's iceball shatters upon impacting Acuru, rending flesh and sending blood flying.

< 393h/393H 101v/101V Pos: standing >
You sit down and relax.

< 393h/393H 101v/101V Pos: sitting >
As a Minotaur strikes Acuru, the power of Acuru's ancestors fill them with RAGE!
A Minotaur's powerful slash strikes Acuru very hard.
A Minotaur's impressive slash strikes Acuru.
A Minotaur's impressive slash strikes Acuru.
You have memorized the following spells:
( 9th circle)  1 - holy word
( 8th circle)  1 - regeneration
( 7th circle)  3 - full heal
               1 - endurance
               1 - lesser resurrect
( 6th circle)  5 - healing salve
( 5th circle)  3 - heal
               3 - vitality
               1 - soulshield
( 4th circle)  1 - summon
               1 - cure disease
               4 - invigorate
( 3rd circle)  7 - cause critical
( 2nd circle)  2 - blindness
               7 - cause serious
( 1st circle)  1 - armor
               1 - bless
               6 - cause light

And you are currently praying for the following spells:
    4 seconds:  ( 6th) healing salve

You can pray 3 1st, 1 2nd, 2 3rd, 2 4th, 3 8th and 1 9th circle spell(s).
You continue your praying.

< 393h/393H 101v/101V Pos: sitting >
You start meditating...

< 393h/393H 101v/101V Pos: sitting >
Jocelyn opens the door.
Someone closes the door.

< 393h/393H 101v/101V Pos: sitting >
Jocelyn opens the door.
Someone closes the door.

< 393h/393H 101v/101V Pos: sitting >
Acuru clambers to his feet.
Jocelyn opens the door.
Someone closes the door.

< 393h/393H 101v/101V Pos: sitting >
A Kobold completes his spell...
A Kobold points at Acuru.
A Kobold's iceball shatters upon impacting Acuru, rending flesh and sending blood flying.
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
You have finished praying for healing salve.
Your prayers are complete.
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
Acuru attempts to flee.
Acuru tries to flee, but can't make it out of here!

< 393h/393H 101v/101V Pos: sitting >
A Kobold completes his spell...
A Kobold points at Acuru.
The force of a Kobold's iceball shatters any hopes Acuru had of living a long and happy life.
Acuru's claws of dragon Crakkaros of constitution freezes and shatters into million pieces from the intense cold!
Acuru's cape of entrapment freezes and shatters into million pieces from the intense cold!
Acuru's unholy necklace of Baal freezes and shatters into million pieces from the intense cold!
Acuru's leather sleeves studded with rusty iron spikes freezes and shatters into million pieces from the intense cold!
Acuru is dead! R.I.P.