The death of [21 Cleric] Vokar (Dwarf)

in Rocky Hills at the Base of a Mountain

from the perspective of [21 Cleric] Vokar (Dwarf)

<worn around neck>   some prayer beads with a single cross [poor] (glowing) (illuminating)
<primary weapon>     a large stone warhammer

-=[Your crude crush strikes an auction guard.]=-

< 163h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: small wounds E: auction sta EP:  few wounds >
 -=[An auction guard's punch strikes you.]=-

< 157h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: small wounds E: auction sta EP:  few wounds >
 You start chanting...

< 157h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: small wounds E: auction sta EP:  few wounds >
 -=[An auction guard's punch strikes you.]=-

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  few wounds >
 You complete your spell...
[Damage: 21 ] Your touch sends wracking pains through an auction guard's body.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You dodge an auction guard's vicious attack.
You dodge a bash from an auction guard, who loses his balance and falls.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 An auction guard dodges your futile attack.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You start chanting...

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You dodge an auction guard's vicious attack.
An auction guard's kick parts your hair but does little else.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You complete your spell...
[Damage: 27 ] You kill an auction guard with a critical touch.
An auction guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of an auction guard cause a sickening chill to run up your spine.
Congratulations, you finished your quest!
An auction guard stops following an auction guard.

< 145h/209H 106v/106V Pos: standing >
You get a few coins from the corpse of an auction guard.
There were: 3 gold coins, 5 silver coins, 10 copper coins. 
You get a thin metal gorget from the corpse of an auction guard.

< 145h/209H 106v/106V Pos: standing >
An auction guard rises to his feet.
You get a few coins from the corpse of an auction guard.
There were: 2 gold coins, 7 silver coins, 10 copper coins. 
You get a fine steel kryss from the corpse of an auction guard.

< 145h/209H 106v/106V Pos: standing >
The Incarnate of Stone enters from the east.

< 145h/209H 106v/106V Pos: standing >
You dodge an auction guard's vicious attack.
You dodge an auction guard's vicious attack.
An auction guard's kick parts your hair but does little else.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: excellent >
 You miss an auction guard.

< 145h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: excellent >
 You dodge an auction guard's vicious attack.
-=[An auction guard's fine punch strikes you.]=-

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: excellent >
 The Center of a Bandit Camp
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
[2] The corpse of an auction guard is lying here.
A large pile of rocks moves around the room.
An auction guard stands here, fighting YOU!

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: excellent >
 [Damage:  3 ] -=[Your decent crush strikes an auction guard.]=-

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 An auction guard misses you.

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 You don't have that spell memorized.

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 You start chanting...

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 Casting: cause serious *

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 You dodge an auction guard's vicious attack.
An auction guard misses you.

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: few scratches >
 You complete your spell...
[Damage: 11 ] An auction guard's body is wracked with spasms as you touch him!

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  small wounds >
 You start chanting...

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  small wounds >
 Casting: cause serious 

< 139h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  small wounds >
 -=[An auction guard's punch strikes you.]=-
You dodge an auction guard's vicious attack.
An auction guard's kick parts your hair but does little else.

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  small wounds >
 You complete your spell...
[Damage: 15 ] An auction guard's body is wracked with spasms as you touch him!

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  few wounds >
 You start chanting...

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP:  few wounds >
 You complete your spell...
[Damage: 15 ] An auction guard's body is wracked with spasms as you touch him!

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You dodge an auction guard's vicious attack.

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 [Damage:  1 ] -=[Your weak crush strikes an auction guard.]=-

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 You start chanting...

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction sta EP: pretty hurt >
 An auction guard misses you.
You dodge a bash from an auction guard, who loses his balance and falls.

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 Casting: heal **

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 Casting: heal *

< 133h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 You complete your spell...
A warm feeling fills your body!

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction kne EP: pretty hurt >
 You start chanting...

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction kne EP: pretty hurt >
 Casting: cause serious *

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction kne EP: pretty hurt >
 Casting: cause serious 

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction kne EP: pretty hurt >
 You complete your spell...
[Damage: 14 ] An auction guard's body is wracked with spasms as you touch him!

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction kne EP:  awful >
 An auction guard rises to his feet.

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  awful >
 An auction guard steps back, and your kick misses him.

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  awful >
 You score a CRITICAL HIT!!!!!
[Damage:  4 ] -=[Your fine crush enshrouds an auction guard in a mist of blood.]=-
An auction guard is stunned!

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  bleeding, close to death >
 A human bandit enters from the west.

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  bleeding, close to death >
 You dodge an auction guard's vicious attack.

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  bleeding, close to death >
 An auction guard steps back, and your kick misses him.

< 205h/209H 106v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: auction sta EP:  bleeding, close to death >
 [Damage:  3 ] -=[Your crush enshrouds an auction guard in a mist of blood.]=-
An auction guard is incapacitated and will slowly die, if not aided.
An auction guard slumps to the ground.

< 205h/209H 106v/106V Pos: standing >
<[Damage: 15 ] Your kick destroys an auction guard's arm and caves in one side of his rib cage.
An auction guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of an auction guard cause a sickening chill to run up your spine.

< 205h/209H 106v/106V Pos: standing >
A human bandit leaves north.

< 205h/209H 106v/106V Pos: standing >
Hint: Type "group" to see your groupmates' health and movement.

< 205h/209H 106v/106V Pos: standing >
You get an iron ring of lesser physical resistance from the corpse of an auction guard.
You get a few coins from the corpse of an auction guard.
There were: 3 gold coins, 5 silver coins, 10 copper coins. 

< 205h/209H 106v/106V Pos: standing >

< 205h/209H 106v/106V Pos: standing >
You put 1 items into a moldy sack.

< 207h/209H 106v/106V Pos: standing >
The snow is coming down faster now.
The Incarnate of Stone leaves west.

< 208h/209H 106v/106V Pos: standing >

< 209h/209H 106v/106V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads closeby to the entrance of a wooden structure.
Obvious exits: -North -East -West

< 209h/209H 105v/106V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads to the entrance of a wooden structure.
Obvious exits: -North -East -West

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of the Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. A large tent is closeby to the west while southwards is a
rather simple looking wooden building. The sign on the southern door is
very easy to read and in big letters. The actual auction is being held
to the northeast where a crowd of people have gathered.
Obvious exits: -North -East -South -West
A wooden sign is tacked to the southern door

< 209h/209H 104v/106V Pos: standing >
Inside a Wooden Structure
    This building is as plain as buildings get and appears to have been hastily
set up. The building is square with hammocks lining the walls. Space for a
fire pit has been set aside in the center of the building and there is a small
hole at the ceiling, functioning as a crude chimney. There are no windows
and the only exit is a beat up wooden door to the north. It is quite dirty
inside with broken bottles of ale and other debris strewn about. This structure
probably could house twenty bandits.
Obvious exits: -North -South -West
An inexperienced guard is here looking rather relaxed.

< 209h/209H 104v/106V Pos: standing >
Inside a Wooden Structure
    This building is as plain as buildings get and appears to have been hastily
set up. The building is square with hammocks lining the walls. Space for a
fire pit has been set aside in the center of the building and there is a small
hole at the ceiling, functioning as a crude chimney. There are no windows
and the only exit is a beat up wooden door to the north. It is quite dirty
inside with broken bottles of ale and other debris strewn about. This structure
probably could house twenty bandits.
Obvious exits: -North -West
A leather hammock is affixed to the wall
An inexperienced guard is here looking rather relaxed.

< 209h/209H 105v/106V Pos: standing >
The Western Side of a Small Wooden Structure
    This building is as plain as buildings get and appears to have been hastily
set up. The building is square with hammocks lining the walls. Space for a
fire pit has been set aside in the center of the building and there is a small
hole at the ceiling, functioning as a crude chimney. There are no windows
and the only exit is a beat up wooden door to the north. It is quite dirty
inside with broken bottles of ale and other debris strewn about. This structure
probably could house twenty bandits.
Obvious exits: -North -East
A large metal chest is here set against the southern wall
A leather hammock is affixed to the wall
An inexperienced guard is here looking rather relaxed.

< 209h/209H 104v/106V Pos: standing >
Inside a Wooden Structure
    This building is as plain as buildings get and appears to have been hastily
set up. The building is square with hammocks lining the walls. Space for a
fire pit has been set aside in the center of the building and there is a small
hole at the ceiling, functioning as a crude chimney. There are no windows
and the only exit is a beat up wooden door to the north. It is quite dirty
inside with broken bottles of ale and other debris strewn about. This structure
probably could house twenty bandits.
Obvious exits: -North -West
A leather hammock is affixed to the wall
An inexperienced guard is here looking rather relaxed.

< 209h/209H 105v/106V Pos: standing >
Inside a Wooden Structure
    This building is as plain as buildings get and appears to have been hastily
set up. The building is square with hammocks lining the walls. Space for a
fire pit has been set aside in the center of the building and there is a small
hole at the ceiling, functioning as a crude chimney. There are no windows
and the only exit is a beat up wooden door to the north. It is quite dirty
inside with broken bottles of ale and other debris strewn about. This structure
probably could house twenty bandits.
Obvious exits: -North -South -West
An inexperienced guard is here looking rather relaxed.

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of the Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. A large tent is closeby to the west while southwards is a
rather simple looking wooden building. The sign on the southern door is
very easy to read and in big letters. The actual auction is being held
to the northeast where a crowd of people have gathered.
Obvious exits: -North -East -South -West
A wooden sign is tacked to the southern door

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads to the entrance of a wooden structure.
Obvious exits: -North -East -West

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads closeby to the entrance of a wooden structure.
Obvious exits: -North -East -West

< 209h/209H 105v/106V Pos: standing >
A Path Near the Center of the Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads a fair distance away to the entrance of a wooden structure.
Obvious exits: -North -East -West
The corpse of an auction guard is lying here.

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. The actual auction is being held to the north where a crowd of
people have gathered. Because this place is so open it would be a bad place
to be caught if the bandits were searching here. Eastwards continues the
path near the auction while west leads a fair distance away to the entrance
of a wooden structure. Southwards leads to a path out of the center of the
slave auction and near the entrance to a cattle pen.
Obvious exits: -North -East -South -West

< 209h/209H 104v/106V Pos: standing >
A Path Near the Center of the Camp
    This path is quite wide and could allow passage for horse drawn carts
and other large vehicles. Those types of vehicles appear to take full
advantage of this road as many tracks are evident on the ground. The north
leads near the center of the camp where a wooden platform can be faintly
seen. Southwards leads out of this camp and to the entrance to the cattle
pen where live cattle is kept for food.
Obvious exits: -North -South

< 209h/209H 104v/106V Pos: standing >
A Heavily Travelled Road to the Center of the Camp
    This path is quite wide and could allow passage for horse drawn carts
and other large vehicles. Those types of vehicles appear to take full
advantage of this road as many tracks are evident on the ground. The north
leads near the center of the camp where a wooden platform can be faintly
seen. Southwards leads out of this camp near the southern wall of it while
to the west is a gate which leads into a small cattle pen where live cattle
is kept for food.
Obvious exits: -North -South -West

< 209h/209H 104v/106V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are numerous
footprints on the ground which gives the idea that this place is frequently
traveled. Numerous tents can be seen towards the center of the camp and
loud noises can be heard from an open area in the center. Northwards leads
to a path that goes into the center of the bandit camp. To the northwest
a small closed off pen can be seen used for storing live cattle.
Obvious exits: -North -East -West

< 209h/209H 104v/106V Pos: standing >
Inside the Entrance to a Bandit Camp
    This area is right inside the gate to the bandit camp. Numerous tents
can be seen inside and smoke from a huge bonfire can be seen towards the
center of the camp. This place appears well traveled as wagon wheel
tracks, hoof prints, and human foot prints can be seen all over the
place. The ground is very firm which makes it an excellent place for
travelling. Directly above is a catwalk with slits at the bottom which
enable the guards to throw stuff at people below. Southwards leads to
a massive gate which leads out of the camp back into the plains. Because
of all the wood used to build this fort an out of control fire would
definitely destroy the entire camp.
Obvious exits: -East -South -West

< 209h/209H 105v/106V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East -South -West
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.

< 209h/209H 104v/106V Pos: standing >
West of the Main Gate
    This path leads right against the wall of the camp. The wall
surrounding the camp consists of massive logs making entrance impossible.
Vicious looking spikes can be seen at the top which makes the idea of
scaling impossible. Many wagon tracks and hoof prints can be found on the
ground which shows this camp faces heavy traffic through the front gate.
The front gate itself can be found a short distance to the east. Westwards
leads to a small untraveled trail around the camp.
Obvious exits: -East -South -West

< 209h/209H 104v/106V Pos: standing >
A Path Around the Outside of the Camp
    This path leads right against the wall of the camp. The wall
surrounding the camp consists of massive logs making entrance impossible.
Vicious looking spikes can be seen at the top which makes the idea of
scaling impossible. This path looks like it hasn't been traveled in a long
time, as overgrowth of bushes grow into the path making travel slightly
more difficult. The front gate itself can be found a distance to the east.
Westwards continues the path around the camp.
Obvious exits: -East -West

< 209h/209H 103v/106V Pos: standing >
A Path Around the Outside of the Camp
    This path leads right against the wall of the camp. The wall
surrounding the camp consists of massive logs making entrance impossible.
Vicious looking spikes can be seen at the top which makes the idea of
scaling impossible. This path looks like it hasn't been traveled in a long
time, as overgrowth of bushes grow into the path making travel slightly
more difficult. The front gate itself can be found a distance to the east.
The path along the outside wall continues east and west.
Obvious exits: -East -West
(Q)A paladin warrior stands here looking quite frustrated.

< 209h/209H 102v/106V Pos: standing >
a blood red tear insignia
[2] an iron ring of lesser physical resistance
[5] a small bandage
a steel warhammer

< 209h/209H 106v/106V Pos: standing >

< 209h/209H 106v/106V Pos: standing >
You get a blood red tear insignia from a moldy sack.

< 209h/209H 106v/106V Pos: standing >
Ok.
The paladin grins
"Thank you adventurer.  Here is your reward."

A paladin warrior gives 5 platinum to you.

< 209h/209H 106v/106V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 209h/209H 106v/106V Pos: standing >
The paladin warrior asks 'Adventurer, could you help me?'


< 209h/209H 106v/106V Pos: standing >

< 209h/209H 106v/106V Pos: standing >
Ok.
You put 6 platinum, 53 gold, 49 silver, and 64 copper coins into a moldy sack.

< 209h/209H 106v/106V Pos: standing >
A Path Around the Outside of the Camp
Obvious exits: -East -West
(Q)A paladin warrior stands here looking quite frustrated.

< 209h/209H 106v/106V Pos: standing >
A Path Around the Outside of the Camp
    This path leads right against the wall of the camp. The wall
surrounding the camp consists of massive logs making entrance impossible.
Vicious looking spikes can be seen at the top which makes the idea of
scaling impossible. This path looks like it hasn't been traveled in a long
time, as overgrowth of bushes grow into the path making travel slightly
more difficult. The front gate itself can be found a distance to the east.
Westwards continues the path around the camp.
Obvious exits: -East -West

< 209h/209H 104v/106V Pos: standing >
West of the Main Gate
    This path leads right against the wall of the camp. The wall
surrounding the camp consists of massive logs making entrance impossible.
Vicious looking spikes can be seen at the top which makes the idea of
scaling impossible. Many wagon tracks and hoof prints can be found on the
ground which shows this camp faces heavy traffic through the front gate.
The front gate itself can be found a short distance to the east. Westwards
leads to a small untraveled trail around the camp.
Obvious exits: -East -South -West

< 209h/209H 103v/106V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East -South -West
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.

< 209h/209H 102v/106V Pos: standing >
Autosaving...

< 209h/209H 103v/106V Pos: standing >
You sit down.

< 209h/209H 106v/106V Pos: sitting >
You wiggle to find the most comfortable position.

< 209h/209H 106v/106V Pos: sitting >
You start meditating...

< 209h/209H 106v/106V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               2 - invigorate
( 2nd circle)  3 - cause serious
( 1st circle)  2 - armor
               2 - bless
               4 - cause light

And you are currently praying for the following spells:
   12 seconds:  ( 3rd) cause critical
   25 seconds:  ( 3rd) cause critical
   38 seconds:  ( 3rd) cause critical
   51 seconds:  ( 3rd) cause critical
   63 seconds:  ( 3rd) cause critical
   76 seconds:  ( 3rd) cause critical
   86 seconds:  ( 2nd) cause serious
   97 seconds:  ( 2nd) cause serious
  107 seconds:  ( 2nd) cause serious
  123 seconds:  ( 5th) heal
  134 seconds:  ( 2nd) cause serious

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

< 209h/209H 106v/106V Pos: sitting >
A mercenary sorcerer flips through the pages of the book he holds,
searching for something.


< 209h/209H 106v/106V Pos: sitting >
You have finished praying for cause critical.

< 209h/209H 106v/106V Pos: sitting >
You have finished praying for cause critical.

< 209h/209H 106v/106V Pos: sitting >
You stop meditating.

< 209h/209H 106v/106V Pos: sitting >
The mercenary guard says 'Move along, move along...'


< 209h/209H 106v/106V Pos: sitting >
You have finished praying for cause critical.

< 209h/209H 106v/106V Pos: sitting >
A mercenary sorcerer sighs as his drunken comrades' argument
escalates into a shoving match.


< 209h/209H 106v/106V Pos: sitting >
A Drow Elf rides in on a large zebra from the south.

< 209h/209H 106v/106V Pos: sitting >
A Drow Elf leaves north riding on a large zebra.

< 209h/209H 106v/106V Pos: sitting >
You are sitting already.

< 209h/209H 106v/106V Pos: sitting >
You are already resting.

< 209h/209H 106v/106V Pos: sitting >
You start meditating...

< 209h/209H 106v/106V Pos: sitting >
A Drow Elf enters from the north.
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               1 - summon
               1 - protection from good
               2 - invigorate
( 3rd circle)  3 - cause critical
( 2nd circle)  3 - cause serious
( 1st circle)  2 - armor
               2 - bless
               4 - cause light

And you are currently praying for the following spells:
    4 seconds:  ( 3rd) cause critical
   17 seconds:  ( 3rd) cause critical
   29 seconds:  ( 3rd) cause critical
   40 seconds:  ( 2nd) cause serious
   50 seconds:  ( 2nd) cause serious
   60 seconds:  ( 2nd) cause serious
   77 seconds:  ( 5th) heal
   87 seconds:  ( 2nd) cause serious

You can pray no more spells.

< 209h/209H 106v/106V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your praying.

< 209h/209H 106v/106V Pos: standing >
A Drow Elf leaves south.

< 209h/209H 106v/106V Pos: standing >
A Path Near the Camp's Main Entrance
    This dusty trail leads closer to a large gate that leads into the camp.
The noise of the many people inside can be heard here which makes it sound
like it's extremely crowded inside. Although the many tents give the
appearance that this camp is temporary, the massive wall built around the
camp gives a clue that this place is a permanent settlement. Guard towers
built with strategically placed arrow slits and defenses are noticeable in
the distance which gives the idea that this is a camp for warlike nomads
or bandits.
Obvious exits: -North -East -South -West

< 209h/209H 105v/106V Pos: standing >
Outside a Huge Camp
    While the surrounding landscape is rather plain, to the north lies a huge
camp. Roofs of tents and wooden structures can be seen rising above the
tall wooden wall that surrounds that camp. The sound of yelling
can be heard within the camp, punctuated by the occasional scream of pain.
This camp could be a gypsy camp although there is an equally
high chance that it is a home to bandits and slave traders. Smoke
can be seen rising from the center of the camp, presumably from a
massive bonfire burning within.
Obvious exits: -North -South
A Drow Elf (medium) Sinister Vizier of -={The Jihad}=- stands in mid-air here.

< 209h/209H 103v/106V Pos: standing >
At the sight of your nemesis the hatred of old generations BURN in your blood!
A Drow Elf leaves south.
 
 **^**  
 M*@**  
 ..***  
A Light and Spacious Forest
Obvious exits: -North -East -South -West
A Drow Elf (medium) Sinister Vizier of -={The Jihad}=- stands in mid-air here.

< 209h/209H 101v/106V Pos: standing >
A Drow Elf leaves south.
 
 M****  
 ..@**  
 .....  
A Light and Spacious Forest
Obvious exits: -North -East -South -West
A Drow Elf (medium) Sinister Vizier of -={The Jihad}=- stands in mid-air here.

< 209h/209H 99v/106V Pos: standing >
 
  M****   
 ...****  
 M..@...  
 .......  
  .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 97v/106V Pos: standing >
 
  ..***   
 M......  
 ...@...  
 .......  
  .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 95v/106V Pos: standing >
You feel the hatred in your heart subside.
 
  .....   
 .......  
 ...@...  
 .......  
  .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 94v/106V Pos: standing >
 
  .....   
 .......  
 ...@...  
 .......  
  +++++   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 92v/106V Pos: standing >
 
  .....   
 .......  
 ...@...  
 +++++++  
  .....   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 90v/106V Pos: standing >
 
  .....   
 .......  
 +++@+++  
 ......^  
  ^....   
An Immaculate Stone Highway
Obvious exits: -North -East -South -West

< 209h/209H 89v/106V Pos: standing >
 
  .....   
 +++++++  
 ...@..^  
 ^^.....  
  ....M   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 89v/106V Pos: standing >
 
  +++++   
 ......^  
 ^^.@...  
 .....M.  
  .^...   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 87v/106V Pos: standing >
 
  .....   
 ^^.....  
 ...@.M.  
 ..^....  
  ^^^..   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 85v/106V Pos: standing >
 
  ^....   
 .....M.  
 ..^@...  
 .^^^...  
  .M^^^   
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 209h/209H 83v/106V Pos: standing >
 
  ....M   
 ..^....  
 .^^@...  
 ^.M^^^.  
  MMMM^   
Rocky Hills at the Base of a Mountain
Obvious exits: -North -East -South -West

< 209h/209H 82v/106V Pos: standing >
 
  .^...   
 .^^^...  
 ^.M@^^.  
 MMMMM^^  
  .MM.M   
Rocky Hills at the Base of a Mountain
Obvious exits: -North -East -South -West

< 209h/209H 79v/106V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 209h/209H 79v/106V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 209h/209H 80v/106V Pos: standing >
A Drow Elf enters from the north.

< 209h/209H 82v/106V Pos: standing >
A Drow Elf suddenly attacks YOU!
-=[A Drow Elf's punch strikes you.]=-

< 193h/209H 82v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 At the sight of your nemesis the hatred of old generations BURN in your blood!

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 Hint: Killing other players and taking their equipment is completely legal, but so is retribution!  Beware of your victims' allies.

< 193h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC:few scratches E: A Drow Elf sta EP: excellent >
 -=[A Drow Elf's impressive punch strikes you hard.]=-
You dodge a Drow Elf's vicious attack.
-=[A Drow Elf's fine punch strikes you hard.]=-
-=[A Drow Elf's punch strikes you hard.]=-
A Drow Elf misses you.
-=[A Drow Elf's fine punch strikes you hard.]=-

< 124h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: A Drow Elf sta EP: excellent >
 A Drow Elf settles to his knees.

< 124h/209H 83v/106V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: A Drow Elf kne EP: excellent >
 A Drow Elf's leap knocks into you, sending you slightly off balance...

< 124h/209H 83v/106V Pos: sitting >
< T: Vokar TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 You score a CRITICAL HIT!!!!!
[Damage:  2 ] -=[Your crude crush grazes a Drow Elf.]=-

< 124h/209H 83v/106V Pos: sitting >
< T: Vokar TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
 -=[A Drow Elf's fine punch strikes you very hard.]=-
-=[A Drow Elf's fine punch strikes you very hard.]=-
-=[A Drow Elf's impressive punch seriously wounds you.]=-
OUCH!  That really did HURT!
-=[A Drow Elf's powerful punch causes you to grimace in pain.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[A Drow Elf's impressive punch grievously wounds you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Drow Elf smashes your throat.  Gasping and choking, you descend into darkness.