The death of [20 Bard] Gorra (Orc)

in Vast Grasslands Within the DarkPeak Valley

from the perspective of [20 Bard] Gorra (Orc)

<worn as a badge>    a black and silver badge of the Sarmiz'Duul Peacekeepers
<worn on head>       an acorn cap (humming)
<worn in ear>        a steel earring hanging from an obsidian post [poor]
<worn in ear>        a legendary brass stud
<worn on face>       a mask of sewn flesh
<worn around neck>   a superior glass collar
<worn on body>       a humanskin vest
<worn on back>       a large leather backpack
<worn about waist>   a filthy hide loincloth
<worn on hands>      a harpy claw
<worn on finger>     a ring of fortune
<worn on finger>     a bent ring [superior]
<worn on legs>       some diabolical hardwood pants from Bugentolen
<worn on feet>       a pair of lizardskin boots

An orcish adventurer is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an orcish adventurer.

< 229h/229H 113v/113V Pos: standing >
You get a few coins from the corpse of an orcish adventurer.
There were: 1 gold coin, 5 silver coins, 6 copper coins. 

< 229h/229H 113v/113V Pos: standing >
Into what?

< 229h/229H 113v/113V Pos: standing >
Ok.
You put 0 platinum, 1 gold, 5 silver, and 6 copper coins into a large leather backpack.

< 229h/229H 113v/113V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
You drag the corpse of an orcish adventurer along behind you.

< 229h/229H 107v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is a brief walk away to your north.
A sleeping commoner who is close by to your east.
A sleeping commoner who is close by to your east.
A half-orc shaman who is not far off to your south.

< 229h/229H 111v/113V Pos: standing >
The sun vanishes behind the southern horizon.

< 229h/229H 113v/113V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -North -West
A sleeping commoner is stretched out, sound asleep.
A sleeping commoner is stretched out, sound asleep.
You drag the corpse of an orcish adventurer along behind you.

< 229h/229H 107v/113V Pos: standing >
A sleeping commoner makes a strange sound but is suddenly very silent as you place a knight's gem trident in his back.
A sleeping commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a sleeping commoner.

< 229h/229H 113v/113V Pos: standing >
You get a few coins from the corpse of a sleeping commoner.
There were: 2 gold coins, 7 silver coins, 9 copper coins. 

< 229h/229H 113v/113V Pos: standing >
Into what?

< 229h/229H 113v/113V Pos: standing >
Ok.
You put 0 platinum, 2 gold, 7 silver, and 9 copper coins into a large leather backpack.

< 229h/229H 113v/113V Pos: standing >
A sleeping commoner makes a strange sound but is suddenly very silent as you place a knight's gem trident in his back.
A sleeping commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a sleeping commoner dies in agony.

< 229h/229H 113v/113V Pos: standing >
You get a few coins from the corpse of a sleeping commoner.
There were: 3 gold coins, 7 silver coins, 8 copper coins. 
You get a tiny emerald from the corpse of a sleeping commoner.

< 229h/229H 113v/113V Pos: standing >
Into what?

< 229h/229H 113v/113V Pos: standing >
Ok.
You put 0 platinum, 3 gold, 7 silver, and 8 copper coins into a large leather backpack.

< 229h/229H 113v/113V Pos: standing >
You are still a very long way from your next level.

< 229h/229H 113v/113V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West

< 229h/229H 112v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is rather far off to your north.

< 229h/229H 112v/113V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West

< 229h/229H 111v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is in the distance to your north.

< 229h/229H 112v/113V Pos: standing >

< 229h/229H 113v/113V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West

< 229h/229H 112v/113V Pos: standing >
You quickly scan the area.
A half-orc shaman who is close by to your east.

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 229h/229H 111v/113V Pos: standing >
You quickly scan the area.
A half-orc mercenary who is close by to your west.

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
A half-orc mercenary stands here.

< 229h/229H 112v/113V Pos: standing >
You do not see that here.

< 229h/229H 112v/113V Pos: standing >
A half-orc mercenary leaves north.

< 229h/229H 112v/113V Pos: standing >
You do not see that here.

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South
A half-orc mercenary stands here.

< 229h/229H 111v/113V Pos: standing >

2nd CIRCLE:
mirror image               

3rd CIRCLE:
magic missile              

4th CIRCLE:
burning hands              
minor creation              [in spellbook]

5th CIRCLE:
concealment                

6th CIRCLE:
dispel magic               
infravision                
lightning bolt             
ray of enfeeblement        

7th CIRCLE:
dimension door             
fireball                   
slowness                   

8th CIRCLE:
bigbys clenched fist       

9th CIRCLE:
feeblemind                 

10th CIRCLE:
detect invisibility        

11th CIRCLE:
rope trick                 

12th CIRCLE:
enlarge                    
sirens song                


2nd CIRCLE:
mirror image               

3rd CIRCLE:
magic missile              

4th CIRCLE:
burning hands              
minor creation              [in spellbook]

5th CIRCLE:
concealment                

6th CIRCLE:
dispel magic               
infravision                
lightning bolt             
ray of enfeeblement        

7th CIRCLE:
dimension door             
fireball                   
slowness                   

8th CIRCLE:
bigbys clenched fist       

9th CIRCLE:
feeblemind                 

10th CIRCLE:
detect invisibility        

11th CIRCLE:
rope trick                 

12th CIRCLE:
enlarge                    
sirens song                


< 229h/229H 113v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South

< 229h/229H 111v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South

< 229h/229H 110v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South

< 229h/229H 109v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South

< 229h/229H 108v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
An aging but brawny half-orc stands here enjoying life.

< 229h/229H 107v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 229h/229H 108v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 229h/229H 109v/113V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East -West
[2] The corpse of a sleeping commoner is lying here.

< 229h/229H 109v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 229h/229H 110v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South

< 229h/229H 111v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 229h/229H 111v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 229h/229H 111v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 229h/229H 111v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 229h/229H 111v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South

< 229h/229H 112v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is not far off to your south.
Sior who is a brief walk away to your south.

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West

< 229h/229H 111v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West

< 229h/229H 110v/113V Pos: standing >
You feel your skill in sneak improving.
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West

< 229h/229H 110v/113V Pos: standing >
You quickly scan the area.
You see nothing.

< 229h/229H 112v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South

< 229h/229H 112v/113V Pos: standing >

< 229h/229H 112v/113V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East -South -West
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.

< 229h/229H 111v/113V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West

< 229h/229H 112v/113V Pos: standing >
You quickly scan the area.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.

< 229h/229H 112v/113V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East -South -West
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.

< 229h/229H 111v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is a brief walk away to your south.
A commoner who is a brief walk away to your south.

< 229h/229H 113v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is a brief walk away to your south.
A commoner who is a brief walk away to your south.

< 229h/229H 113v/113V Pos: standing >
You quickly scan the area.
A retired soldier who is a brief walk away to your south.
A commoner who is a brief walk away to your south.

< 229h/229H 113v/113V Pos: standing >
Ouside the Gates of Sarmiz'Duul
   The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction.  The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South

< 229h/229H 112v/113V Pos: standing >
 
  **.*+..^    
 ..^^*+.^^    
 ++++++***    
 ...*.@....   
 ^^**.^D      
 **...        
  ...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 111v/113V Pos: standing >
 
  ****+^.^.   
 ^**.*+..^    
 ..^^*+.^^    
 +++++@***    
 ...*.+....   
 ^^**.^D      
  *...        
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 111v/113V Pos: standing >
You quickly scan the area.
A burly half-orc gate guard who is a brief walk away to your south.
A burly half-orc gate guard who is a brief walk away to your south.
A burly half-orc gate guard who is a brief walk away to your south.
A burly half-orc gate guard who is a brief walk away to your south.
A burly half-orc gate guard who is a brief walk away to your south.
A retired soldier who is almost out of sight to your south.
A commoner who is almost out of sight to your south.

< 229h/229H 113v/113V Pos: standing >
 
  ***.+^.*.   
 *****+^.^.   
 ^**.*+..^    
 ..^^*@.^^    
 ++++++***    
 ...*.+....   
  ^**.^D      
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 112v/113V Pos: standing >
 
  ****.+^.*   
 M*****+^.^.  
 *^**.*+..^   
 ^..^^@+.^^   
 +++++++***   
 ^...*.+....  
  ^^**.^D     
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 110v/113V Pos: standing >
 
  *****.+^.   
 *M*****+^.^  
 **^**.*+..^  
 *^..^@*+.^^  
 ++++++++***  
 *^...*.+...  
  *^^**.^D    
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West

< 229h/229H 106v/113V Pos: standing >
 
  M*****.+^   
 **M*****+^.  
 ***^**.*+..  
 **^..@^*+.^  
 *++++++++**  
 **^...*.+..  
  **^^**.^D   
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West

< 229h/229H 104v/113V Pos: standing >
 
  *M*****.+   
 ***M*****+^  
 ****^**.*+.  
 .**^.@^^*+.  
 +*++++++++*  
 ***^...*.+.  
  ***^^**.^   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 102v/113V Pos: standing >
 
  ^*M*****.   
 ****M*****+  
 *****^**.*+  
 ..**^@.^^*+  
 ++*++++++++  
 ^***^...*.+  
  ****^^**.   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 101v/113V Pos: standing >
 
  .^*M*****   
 .****M*****  
 ^*****^**.*  
 ^..**@..^^*  
 +++*+++++++  
 .^***^...*.  
  *****^^**   
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West

< 229h/229H 100v/113V Pos: standing >
You quickly scan the area.
A xorn who is almost out of sight to your south.

< 229h/229H 102v/113V Pos: standing >
 
  M.^M*****   
 M.****M****  
 .^*****^**.  
 ^^..*@^..^^  
 ++++*++++++  
 ..^***^...*  
  ******^^*   
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 101v/113V Pos: standing >
You quickly scan the area.
The githyanki grand pyrokinetic, Xixxrelaa who is almost out of sight to your south.

< 229h/229H 103v/113V Pos: standing >
You quickly scan the area.
A sightless bogwyrm who is not far off to your north.
The githyanki grand pyrokinetic, Xixxrelaa who is almost out of sight to your south.

< 229h/229H 109v/113V Pos: standing >
 
  MM.^*****   
 ^M.**MM****  
 ..^*****^**  
 *^^..@*^..^  
 +++++*+++++  
 ...^***^...  
  ^******^^   
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 107v/113V Pos: standing >
 
  MMM.^****   
 ^^M.**MM***  
 M..^*****^*  
 .*^^.@**^..  
 ++++++*++++  
 +...^***^..  
  ^^******^   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 106v/113V Pos: standing >
 
  MMMM.^***   
 ^^^M.**MM**  
 ^M..^*****^  
 ^.*^^@.**^.  
 *++++++*+++  
 ^+...^***^.  
  M^^******   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 105v/113V Pos: standing >
 
  MMMMM.^**   
 ^^^^M.**MM*  
 ^^M..^*****  
 .^.*^@..**^  
 ^*++++++*++  
 *^+...^***^  
  M+^^*****   
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West

< 229h/229H 104v/113V Pos: standing >
 
  MMMMMM.^*   
 M^^^^M.**MM  
 M^^M..^****  
 ^.^.*@^..**  
 .^*++++++*+  
 M*^+...^***  
  .M+^^****   
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West

< 229h/229H 102v/113V Pos: standing >
 
  MMMMMMM.^   
 MM^^^^M.**M  
 MM^^M..^***  
 ^^.^.@^^..*  
 ..^*++++++*  
 *M*^+...^**  
  ..M+^^***   
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 98v/113V Pos: standing >
 
  MMMMMMMM.   
 MMM^^^^M.**  
 MMM^^M..^**  
 ^^^.^@*^^..  
 ...^*++++++  
 **M*^+...^*  
  ...M+^^**   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 96v/113V Pos: standing >
You quickly scan the area.
A sightless bogwyrm who is close by to your north.
Zroz, the drow elven Wildmage who is rather far off to your south.

< 229h/229H 98v/113V Pos: standing >
 
  MM^^^^M.*   
 MMM^^M..^**  
 ^^^.^.*^^..  
 ...^*@+++++  
 ****^+...^*  
 *.M.M+^^***  
  +++++M***   
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 102v/113V Pos: standing >
You quickly scan the area.
A sightless bogwyrm who is not far off to your north.
A sightless bogwyrm who is not far off to your south.
A displacer beast who is almost out of sight to your west.

< 229h/229H 105v/113V Pos: standing >
Autosaving...

< 229h/229H 106v/113V Pos: standing >
 
  M^^^^M.**   
 MM^^M..^***  
 ^^.^.*^^..*  
 ..^*+@++++*  
 *M*^+...^**  
 ...*+^^****  
  +++MM****   
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 111v/113V Pos: standing >
 
  M^^M..^**   
 ^^.^.*^^..*  
 ..^*++++++*  
 *M*^+@..^**  
 ...*+^^****  
 ++++MM*****  
  ^********   
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West

< 229h/229H 112v/113V Pos: standing >
You quickly scan the area.
Zroz, the drow elven Wildmage who is not far off to your south.
The vampire deathlord Koztk who is rather far off to your west.

< 229h/229H 112v/113V Pos: standing >
You are using:
<worn as a badge>    a black and silver badge of the Sarmiz'Duul Peacekeepers
<worn on head>       an acorn cap (humming)
<worn on eyes>       a bugbear-skin eyepatch [superior]
<worn in ear>        a steel earring hanging from an obsidian post [poor]
<worn in ear>        a legendary brass stud
<worn on face>       a mask of sewn flesh
<worn around neck>   a superior glass collar
<worn on body>       a humanskin vest
<worn on back>       a large leather backpack
<worn about waist>   a filthy hide loincloth
<worn on arms>       some pitted adamantium sleeves
<worn on hands>      a harpy claw
<worn on finger>     a ring of fortune
<worn on finger>     a bent ring [superior]
<primary weapon>     a knight's gem trident
<held>               a small wooden flute
<worn on legs>       some diabolical hardwood pants from Bugentolen
<worn on feet>       a pair of lizardskin boots

< 229h/229H 112v/113V Pos: standing >
You stop using a small wooden flute.

< 229h/229H 112v/113V Pos: standing >
You stop using a knight's gem trident.

< 229h/229H 113v/113V Pos: standing >
It's cold!

< 229h/229H 113v/113V Pos: standing >
You do not seem to have the 'quill'.

< 229h/229H 113v/113V Pos: standing >
You can't carry any more.

< 229h/229H 113v/113V Pos: standing >
A goblin merchant snaps into visibility.
Out of nowhere, a goblin merchant stabs you in the back.
OUCH!  That really did HURT!

< 196h/229H 113v/113V Pos: standing >
< T: Gorra TP: sta TC: small wounds E: a goblin merchant sta EP: excellent >
 You are carrying: (10/10)
a knight's gem trident
a small wooden flute
a tiny emerald
an obsidian and steel helm
a drinking boda
a small wooden horn
a thin steel dagger
a spellbook
a large leather backpack
a dark glass buckler

< 196h/229H 113v/113V Pos: standing >
< T: Gorra TP: sta TC: small wounds E: someone sta EP: excellent >
 A goblin merchant snaps into visibility.
A goblin merchant's leap knocks into you, sending you slightly off balance...

< 196h/229H 113v/113V Pos: sitting >
< T: Gorra TP: sit TC: small wounds E: a goblin merchant sta EP: excellent >
 A goblin merchant snaps into visibility.
A goblin merchant's pierce seriously wounds you.
OUCH!  That really did HURT!
A goblin merchant's pierce strikes you very hard.
A goblin merchant's powerful pierce strikes you very hard.
A goblin merchant's powerful pierce strikes you very hard.
A goblin merchant's powerful pierce seriously wounds you.
A goblin merchant's pierce seriously wounds you.
A goblin merchant's pierce reached your arm severing tendons and muscles.
A goblin merchant slips beneath your guard, dealing you a vicious attack!
A goblin merchant's pierce grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A goblin merchant stabs you directly in the heart, killing you instantly.
Your pitted adamantium sleeves was completely destroyed by the massive blow!
Your bugbear-skin eyepatch [superior] was completely destroyed by the massive blow!