The death of [53 Necrolyte] Hamz The Empire (Gnome)

in The Gates of Myrabolus

from the perspective of [53 Necrolyte] Hamz The Empire (Gnome)

<worn as a badge>    a badge of promise (glowing) [84%]             
<worn on head>       a wildmage hat covered in stars (glowing)
<worn on eyes>       a foggy visor
<worn in ear>        a bloody onyx ear stud [79%]             
<worn on face>       veil of darkness [superior] (glowing) [85%]             
<worn around neck>   an amulet of the Neogi Lords [poor]
<worn around neck>   an unique dragonscale charm
<worn about body>    a translucent cloak of the ancients (glowing)
<worn as quiver>     a tarnished dematite quiver [poor]
<worn about waist>   a belt of fresh blood [poor]
<worn on belt buckle>a soul sceptre [superior] (glowing) [85%]             
<attached to belt>   an enchanted spellbook [88%]             
<worn on arms>       the sleeves of sorcery [poor] (glowing) [85%]             
<held as shield>     a well-polished mithril body shield (illuminating) [84%]             
<worn around wrist>  the bangle of the Dreamer
<worn around wrist>  a bracelet of finger bones [superior]
<worn on hands>      the sacred stone claws of Aan [superior]
<primary weapon>     the orb of the sea (glowing)[216h 59m 22s]
<worn on legs>       some bright blue leg plates


< 520h/594H 52v/116V Pos: standing >
Gate Road East
   To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -West
A Half-Orc, born and raised in the city, loiters here.
Random's assistant, Simon, hustles around during errands. (casting) 

< 520h/594H 52v/116V Pos: standing >
Gate Road East
   To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -South -West

< 520h/594H 51v/116V Pos: standing >
Gate Road East
   To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -North -East -West
A common resident of the city wanders the streets.

< 520h/594H 50v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/594H 51v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/594H 51v/116V Pos: standing >
Gate Road East
   To the east of the Myrabolan Highway, Gate Road follows to
Skylight Lane. As with both sides of the street, this road is acts as
the secondary defence line of the city where numerous housing blocks are
dedicated solely for the military infantry.
Obvious exits: -East -West -Up

< 520h/594H 51v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/594H 51v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 520h/594H 51v/116V Pos: standing >
Myrabolus Highway - Gate Road Intersection
   This is the first main insection in the city. Gate Road runs east
to west parallel Market Road and Ancients Avenue. Inside the gates
a huge red painted sign reads:
        'Welcome to Myrabolus, Home of the Hunters.'
The peaceful citizens of the town welcome all visitors warmly and offer
directions to all this great city's attractions.  The Highway here runs
straight north here, directly towards the palace gates.
Obvious exits: -North -East -South -West
A Half-Orc, born and raised in the city, loiters here.

< 520h/594H 51v/116V Pos: standing >
The Gates of Myrabolus
   Rumors have said that even the immortals themselves have not been able
to penetrate the walls of this amazing city. The gates are made of four
feet of solid oak, the walls, six feet of stone. To physically break in
would be next to impossible, but intruders must also be warned of not
the archers watching carefully in the twin parapets above, but the immense
arcane energies that have been fused with both these walls and gates,
protecting from any sort of magical entry.
Obvious exits: -North -South
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 520h/594H 50v/116V Pos: standing >
A black rift in space opens next to you, and Rurg steps out of it grinning.
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East -South -West

< 520h/594H 49v/116V Pos: standing >
 
                  
              M   
             MMM  
  MMMMMS^  MMMM^  
 MMMM^..@.MMM^^^  
 MM..^M.^^MMM^^.  
 ..^....^MMM^...  
  ^...^**MMM^^.   
   ^..*^*MM^^*    
Northern Valley of Myrabolus
Obvious exits: -North -East -South -West

< 520h/594H 47v/116V Pos: standing >
 
                  
             MM   
  MMMMMS^  MMMM^  
 MMMM^....MMM^^^  
 MM..^M.@^MMM^^.  
 ..^....^MMM^...  
 .^...^**MMM^^..  
  .^..*^*MM^^**   
   ^.****M^*^*    
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East -South -West

< 520h/594H 46v/116V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.

< 521h/594H 46v/116V Pos: standing >
 
                    
                    
               MM   
              MMM^  
   MMMMMS^  MMMM^.  
 MMMMM^..@.MMM^^^^  
 MMM..^M.^^MMM^^.^  
 ...^....^MMM^....  
  .^...^**MMM^^..   
   .^..*^*MM^^**    
    ^.****M^*^*     
Northern Valley of Myrabolus
Obvious exits: -North -East -South -West

< 521h/594H 44v/116V Pos: standing >
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East -South -West

< 521h/594H 43v/116V Pos: standing >
The Gates of Myrabolus
   Rumors have said that even the immortals themselves have not been able
to penetrate the walls of this amazing city. The gates are made of four
feet of solid oak, the walls, six feet of stone. To physically break in
would be next to impossible, but intruders must also be warned of not
the archers watching carefully in the twin parapets above, but the immense
arcane energies that have been fused with both these walls and gates,
protecting from any sort of magical entry.
Obvious exits: -North -South
*Rurg Legionary of The Empire (Gnome)(small) stands here.(Gold Aura)
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 521h/594H 41v/116V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        
   The Twisting Tunnels of the Durian Underdark  
   The Battlefield                               (extremely good)
   The Swamp Laboratory of Khul'Lor              (slightly good)
   Clan Stoutdorf Settlement                     (slightly good)
  *Kobold Settlement                             (extremely evil)
   The High Moor Forest                          (good)
   The Stone Tomb of Kelek                       (slightly evil)
  *Orrak                                         (slightly evil)
   Pits of Cerberus                              (pure good)
   Myrloch Vale                                  (pure good)
   Pharr Valley Swamp                            (slightly good)
  *Village of Werrun                             (extremely good)
   Nizari                                        (pure good)
   The Dark Stone Tower of the Northern Realms   (slightly good)
  *Tower of High Sorcery                         (pure good)
   Bloodstone Keep                               (slightly evil)
   The Temple of the Sun                         (good)
   The Elemental Groves                          (very good)
   Temple of Flames                              (slightly good)
   Drustl's Yerdonia Enslaved                    (slightly good)
   The Obsidian Citadel                          (good)
   The Ruins of Undermountain                    (slightly evil)
   The Mountain of the Banished                  (good)
   Nakral's Crypt                                (slightly good)
  *The Outcasts Tower                            (good)
   Fort Boyard                                   (good)
   Crystalspyre Mountains                        (very good)
   The Prisons of Carthapia                      (slightly evil)
   Faerie Realm                                  (slightly evil)
   The Ruins of Tharnadia's Old Quarter          (very good)
   The Fields Between                            (very good)
   The Githyanki Fortress                        (extremely good)
   Labyrinth of No Return                        (slightly good)
   The Desert City of Venan'Trut                 (slightly good)
   Rogue Plains                                  (slightly evil)
   City of Torrhan                               (very good)
   The Lair of the Swamp Troll King              (slightly good)
   Zalkapfaan, City of the Headless Horde        (very good)
   New Cave city                                 (slightly good)
  *Ice Tower                                     (slightly good)
   Desolate Under Fire                           (slightly evil)
   The Citadel                                   (slightly evil)
   The Twin Keeps of Devastated Tharnadia        (evil)
   IceCrag Castle                                (good)
   Prison of Fort Boyard                         (slightly good)
   The Ancient Halls of Ironstar                 (good)
   The Jade Empire                               (very good)
   Mazzolin                                      (slightly good)
  *Forest of Mir                                 (slightly evil)
   Quintaragon Castle                            (good)
   The Sky City of Ultarium                      (slightly good)
   Lair of the Gibberling King                   (evil)
   Plane of Air                                  (pure good)
   The Kingdom of Torg                           (very good)
  *Tribal Oasis                                  (slightly good)
   The Para-Elemental Plane of Smoke             (good)
   Plane of Water                                (very good)
   Shadamehr Keep                                (slightly good)
   The Temple to Skrentherlog                    (good)
   Alatorin - the Forge City                     (evil)
  *The Trakkia Mountains                         (extremely good)
  *The Ethereal Plane                            (very good)
   The Caverns of Armageddon                     (very evil)
  *The Forest City of Aravne                     (very good)
  *Plane of Fire                                 (extremely good)
   Ruined Temple of Tezcatlipoca                 (slightly good)
   The Astral Plane                              (good)
   Jotunheim                                     (good)
   The Transparent Tower                         (good)
   Krethik Keep                                  (slightly evil)
   Temple of the Earth                           (slightly evil)
   Sea Kingdom                                   (evil)
   Plane of Earth                                (good)
   Sevenoaks                                     (slightly evil)
   The Keep of Evil                              (slightly evil)
   The Forgotten Mansion                         (slightly good)
   Domain of Lost Souls                          (slightly evil)
  *The Hall of Knighthood                        (good)
   The Depths of Duris                           (slightly evil)
   Arachdrathos Guilds                           (slightly good)
   Valley of the Snow Ogres                      (slightly evil)
   The Great Shaboath                            (slightly good)
   The Tempest Court                             (slightly evil)
   Pit of Dragons                                (pure evil)
   Ny'Neth                                       (very good)
   Lost Temple of Tikitzopl                      (extremely good)
   The Scorched Valley                           (slightly evil)
  *The Realm of Barovia                          (very good)
   The Royal Mausoleum of Castle IceCrag         (slightly good)
   Plane of Fire, Brass                          (slightly good)
   Githzerai Stronghold                          (slightly evil)
   Ceothia                                       (slightly good)
   Tiamat                                        (good)
   The Fortress of Dreams                        (slightly good)
   Bahamut's Palace                              (slightly evil)
   Dragonnia                                     (slightly good)
   The Charcoal Palace                           (good)
   Vecna's Tomb                                  (good)
   Ny'Neth's Stronghold                          (slightly evil)
   Apocalypse Castle                             (slightly good)
  *The Realm of Barovia Continued                (slightly good)
   The Hall of the Ancients                      (good)
   The Bronze Citadel                            (slightly good)
   Ny'Neth's Stronghold Continued                (slightly good)
   Negative Material Plane                       (slightly good)
   Celestial Plane                               (slightly good)
   The 222nd Layer of the Abyss                  (slightly good)
   Castle Ravenloft                              (good)

* = already completed this boot.

< 521h/594H 45v/116V Pos: standing >

		Score information for Hamz

Level: 53   Race: Gnome   Class: Necromancer / Necrolyte Sex: Male
Hit points: 521(594)  Moves: 45(116)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 9 days / 0 hours/ 18 minutes
Received data: 0.5222 MB this session.
Send data:     0.0023 MB this session.
Compression ratio: none
Title: Pontifex Maximus of The Empire
Followers:
   Rurg
Status:  Standing.
Epic points(total): 6319(15344)
Epic Bonus: Epic Points Bonus (32.65%)
Frags:   -1.16   Deaths:   111
Detecting:       Invisible Evil Good Magic Life Heat
Protected from:  Cold Lightning Gas Acid
Protected by:    Spirit Ward
Enchantments:    Ultravision Farsee Fly Aware Haste Levitation Waterbreathing
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 6
Combat Pulse:   15 Spell Pulse:  0.58 
Leaderboard Points:  680 

Active Spells:
--------------
stone skin (3 minutes)
vampiric trance (4 minutes)
well-rested bonus (112 minutes)
detect invisibility (46 minutes)
vitalize undead (11 minutes)


< 521h/594H 45v/116V Pos: standing >

< 522h/594H 47v/116V Pos: standing >

< 522h/594H 53v/116V Pos: standing >

< 523h/594H 54v/116V Pos: standing >

< 523h/594H 54v/116V Pos: standing >
Rurg says in gnome 'and out'

< 523h/594H 55v/116V Pos: standing >

< 523h/594H 55v/116V Pos: standing >

< 524h/594H 61v/116V Pos: standing >

< 524h/594H 63v/116V Pos: standing >
Autosaving...

< 525h/594H 68v/116V Pos: standing >
The Gates of Myrabolus
Obvious exits: -North -South
*Rurg Legionary of The Empire (Gnome)(small) stands here.(Gold Aura)
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 525h/594H 70v/116V Pos: standing >

< 526h/594H 76v/116V Pos: standing >

< 526h/594H 76v/116V Pos: standing >
A half-orc commoner enters from the north.

< 526h/594H 80v/116V Pos: standing >

< 527h/594H 87v/116V Pos: standing >

< 528h/594H 90v/116V Pos: standing >
The Gates of Myrabolus
Obvious exits: -North -South
A Half-Orc, born and raised in the city, loiters here.
*Rurg Legionary of The Empire (Gnome)(small) stands here.(Gold Aura)
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 528h/594H 92v/116V Pos: standing >

< 529h/594H 97v/116V Pos: standing >
An Orc enters from the north.

< 529h/594H 101v/116V Pos: standing >
An Orc leaves south.

< 530h/594H 102v/116V Pos: standing >
An Orc enters from the south.

< 530h/594H 103v/116V Pos: standing >
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East -South -West
Rurg enters from the north.

< 530h/594H 102v/116V Pos: standing >
 
                    
                    
               MM   
              MMM^  
   MMMMMS^  MMMM^.  
 MMMMM^..@.MMM^^^^  
 MMM..^M.^^MMM^^.^  
 ...^....^MMM^....  
  .^...^**MMM^^..   
   .^..*^*MM^^**    
    ^.****M^*^*     
Northern Valley of Myrabolus
Obvious exits: -North -East -South -West
Rurg enters from the north.

< 530h/594H 100v/116V Pos: standing >

< 530h/594H 101v/116V Pos: standing >
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East -South -West
Rurg enters from the south.

< 530h/594H 99v/116V Pos: standing >
The Gates of Myrabolus
   Rumors have said that even the immortals themselves have not been able
to penetrate the walls of this amazing city. The gates are made of four
feet of solid oak, the walls, six feet of stone. To physically break in
would be next to impossible, but intruders must also be warned of not
the archers watching carefully in the twin parapets above, but the immense
arcane energies that have been fused with both these walls and gates,
protecting from any sort of magical entry.
Obvious exits: -North -South
*An Orc (medium) stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Orc's head.
A Half-Orc, born and raised in the city, loiters here.
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.
Rurg enters from the south.

< 530h/594H 97v/116V Pos: standing >
An Orc leaves south.
[Damage:  6 ] -=[Your fine crush strikes a half-orc commoner.]=-

< 532h/594H 98v/116V Pos: standing >
< T: Hamz TP: sta TC: small wounds E: half sta EP: few scratches >
 An Orc enters from the south.

< 532h/594H 98v/116V Pos: standing >
< T: Hamz TP: sta TC: small wounds E: half sta EP: few scratches >
 Rurg starts casting an offensive spell.
Rurg snaps into visibility.

< 532h/594H 98v/116V Pos: standing >
< T: Hamz TP: sta TC: small wounds E: half sta EP: few scratches >
 Rurg completes his spell...
Rurg utters the words 'efzae xazz'
A dark, freezing cold wave sent by Rurg slowly covers an Orc making him choke and freeze.

< 532h/594H 98v/116V Pos: standing >
< T: Hamz TP: sta TC: small wounds E: half sta EP: few scratches >
 Rurg snaps into visibility.
An Orc snaps into visibility.
A dark blue, bitterly icy wave flows over an Orc.
An Orc's powerful slash strikes Rurg.
An Orc's mighty pierce strikes Rurg hard.
Rurg dodges an Orc's attack.
An Orc's powerful slash strikes Rurg.
An Orc's slash strikes Rurg.
An Orc's slash strikes Rurg.
An Orc's powerful slash strikes Rurg.
An Orc's powerful slash strikes Rurg.
Rurg dodges an Orc's attack.

< 532h/594H 98v/116V Pos: standing >
< T: Hamz TP: sta TC: small wounds E: half sta EP: few scratches >
 A veteran pikeman assists a half-orc commoner heroically.
You are knocked to the ground by a veteran pikeman's mighty bash!
-=[A veteran pikeman's weak punch wounds you.]=-
-=[A veteran pikeman's crude punch wounds you.]=-
Rurg starts casting an offensive spell.
Rurg snaps into visibility.

< 516h/594H 98v/116V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: half sta EP: few scratches >
 You score a CRITICAL HIT!!!!!
[Damage: 14 ] -=[Your impressive crush strikes a half-orc commoner very hard.]=-
[Damage:  7 ] -=[Your crush strikes a half-orc commoner.]=-

< 522h/594H 98v/116V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: half sta EP:  small wounds >
 Rurg snaps into visibility.
Rurg completes his spell...
Rurg utters the words 'efzae xazz'
A dark, freezing cold wave sent by Rurg slowly covers an Orc making him choke and freeze.
A half-orc commoner misses you.
A half-orc commoner misses you.
A half-orc commoner turns to focus his attack on Rurg!
An Orc snaps into visibility.
An Orc tackles Rurg square in the chest knocking the wind out of him!

< 522h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: nasty wounds E: half sta EP:  small wounds >
 An Orc parries Rurg's lunge at him.
Rurg snaps into visibility.
An Orc snaps into visibility.

< 522h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: nasty wounds E: half sta EP:  small wounds >
 An elite guard assists a half-orc commoner heroically.
An elite guard suddenly attacks Rurg!
Rurg snaps into visibility.
An elite guard's impressive punch strikes Rurg very hard.
An elite guard ignites into black flames as he hits Rurg!

< 522h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: nasty wounds E: half sta EP:  small wounds >
 Rurg snaps into visibility.
An Orc snaps into visibility.
A dark blue, bitterly icy wave flows over an Orc.

< 522h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: nasty wounds E: half sta EP:  small wounds >
 An Orc snaps into visibility.
Rurg snaps into visibility.
An Orc's mighty slash strikes Rurg hard.
An Orc's pierce strikes Rurg very hard.
An Orc's pierce strikes Rurg very hard.
An Orc's slash strikes Rurg very hard.
An Orc's slash seriously wounds Rurg.
An Orc's slash seriously wounds Rurg.
An Orc's mighty slash enshrouds Rurg in a mist of blood.
An Orc's mighty slash causes Rurg to grimace in pain.

< 522h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  small wounds >
 -=[A veteran pikeman's crude punch wounds you.]=-
You feel your skin soften and return to normal.
-=[A veteran pikeman's weak punch wounds you.]=-
[Damage:  6 ] -=[Your fine crush strikes a half-orc commoner.]=-
[Damage:  6 ] -=[Your fine crush strikes a half-orc commoner.]=-

< 512h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  few wounds >
 
< 512h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  few wounds >
 A half-orc commoner misses Rurg.
A half-orc commoner misses Rurg.
Rurg snaps into visibility.

< 512h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  few wounds >
 Rurg misses an Orc.
Rurg snaps into visibility.
An Orc snaps into visibility.

< 512h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  few wounds >
 You feel your skin harden to stone.

< 512h/594H 98v/116V Pos: sitting >
< T: Rurg TP: sit TC: awful E: half sta EP:  few wounds >
 Rurg snaps into visibility.
An elite guard's fine punch causes Rurg to grimace in pain.
An elite guard ignites into black flames as he hits Rurg!
An elite guard's punch critically injures Rurg.
Rurg is incapacitated and will slowly die, if not aided.
An elite guard ignites into black flames as he hits Rurg!
An elite guard sends Rurg flying, he lands with a LOUD THUD, making no other noise.
Rurg is dead! R.I.P.
You feel the bloodlust in your heart as you hear the death cry of Rurg.
Rurg stops following you.
Your group has been disbanded.

< 512h/594H 98v/116V Pos: sitting >
<You can't do this sitting!

< 512h/594H 98v/116V Pos: sitting >
<You can't do this sitting!

< 512h/594H 98v/116V Pos: sitting >
<[Damage:  8 ] -=[Your impressive crush strikes a half-orc commoner hard.]=-
[Damage:  6 ] -=[Your crush strikes a half-orc commoner.]=-
You can't do this sitting!

< 516h/594H 98v/116V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: half sta EP:  few wounds >
 A veteran pikeman misses you.
-=[A veteran pikeman's punch wounds you.]=-
You suddenly see a veteran pikeman's foot in your chest.

< 508h/594H 98v/116V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: half sta EP:  few wounds >
 An Orc snaps into visibility.

< 508h/594H 98v/116V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: half sta EP:  few wounds >
 You try to fake your own demise..

< 508h/594H 98v/116V Pos: on your ass >

< 508h/594H 104v/116V Pos: on your ass >
An Orc leaves south.

< 509h/594H 116v/116V Pos: on your ass >

< 510h/594H 116v/116V Pos: on your ass >
An Orc enters from the south.

< 510h/594H 116v/116V Pos: on your ass >
The Gates of Myrabolus
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
The corpse of a Gnome is lying here.
*An Orc (medium) stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Orc's head.
A Half-Orc, born and raised in the city, loiters here.
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 510h/594H 116v/116V Pos: on your ass >
It appears to be the corpse of Rurg.
a rugged adventurers satchel (magic) (illuminating)
an earring of rainbows
a polished scale of Tiamat of negativity [poor] made by Krey (invis) (magic) (glowing)
a silk veil of the enchantress [poor] (magic)
a gem of reflection [poor] (magic)
a bracelet of rainbows [poor] (glowing)
a transparent ectoplasmatic belt [poor] (invis)
an ancient spidersilk cloak (magic)
a summoner's shield (magic) (humming)
some sleeves of stretched drow-skin [superior]
a virulent case of herpes simplex of fire protection [poor] made by Om
the cubes of protection (humming)
a long robe of starbursts (magic) (glowing)
an amulet of fire dragon's blood (magic)
a silvery amulet (magic) (glowing)
a twined emerald quiver
a decent electrum eyepatch
a human-made dragonscale bracelet
some tarnished dragonscale leg plates from The Charcoal Palace
a sparkling dragonscale hood
an unearthly diamond ring from The Tempest Court
a flaming stone ring
a few coins
[5] a spellbook

< 510h/594H 116v/116V Pos: on your ass >
The Gates of Myrabolus
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
The corpse of a Gnome is lying here.
*An Orc (medium) stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Orc's head.
A Half-Orc, born and raised in the city, loiters here.
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 510h/594H 116v/116V Pos: on your ass >
An Orc leaves north.

< 510h/594H 116v/116V Pos: on your ass >
You clamber to your feet.

< 510h/594H 116v/116V Pos: standing >
You get a rugged adventurers satchel from the corpse of Rurg.
You get an earring of rainbows from the corpse of Rurg.
You get a polished scale of Tiamat of negativity [poor] made by Krey from the corpse of Rurg.
You can't carry any more.

< 510h/594H 116v/116V Pos: standing >
An Orc enters from the north.

< 510h/594H 116v/116V Pos: standing >

< 511h/594H 116v/116V Pos: standing >
An Orc snaps into visibility.
An Orc tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 511h/594H 116v/116V Pos: sitting >
An Orc snaps into visibility.
-=[An Orc's impressive slash wounds you.]=-
-=[An Orc's pierce wounds you.]=-
-=[An Orc's pierce wounds you.]=-
-=[An Orc's impressive slash wounds you.]=-
You feel your skin soften and return to normal.
-=[An Orc's slash wounds you.]=-
-=[An Orc's mighty slash strikes you.]=-
-=[An Orc's slash strikes you.]=-
-=[An Orc's slash strikes you.]=-

< 355h/594H 116v/116V Pos: sitting >
< T: Hamz TP: sit TC: few wounds E: An Orc sta EP: few scratches >
 You miss an Orc.
An Orc's skillfully shifts his stance and serrated mithril longsword called 'griefmaker' [superior] with a strange black stone glistens with insane speed to thwart your attack!
An Orc snaps into visibility.
-=[An Orc's mighty slash strikes you hard.]=-
A serrated mithril longsword called 'griefmaker' [superior] with a strange black stone slices through the air with incredible ease!
-=[An Orc's mighty slash strikes you hard.]=-

< 294h/594H 116v/116V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: An Orc sta EP: few scratches >
 An Orc snaps into visibility.
-=[An Orc's slash strikes you hard.]=-
-=[An Orc's mighty pierce strikes you very hard.]=-
-=[An Orc's awesome pierce enshrouds you in a mist of blood.]=-
OUCH!  That really did HURT!
-=[An Orc's mighty slash seriously wounds you.]=-
-=[An Orc's mighty slash seriously wounds you.]=-
-=[An Orc's mighty slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
Your upper body is disconnected from your legs as an Orc slashes you.
Your robes of the arch-magi was completely destroyed by the massive blow!
Your yellow ring of chrysoberyl [poor] was completely destroyed by the massive blow!
Your ring of the Neogi Lords was completely destroyed by the massive blow!
Your pair of boots emitting dust was completely destroyed by the massive blow!
Your pulsating diamond earring was completely destroyed by the massive blow!