The death of [25 Blighter] Kerj -={The Jihad}=- (Orc)

in Rushdie Inn

from the perspective of [25 Blighter] Kerj -={The Jihad}=- (Orc)

<worn as a badge>    a badge of the force commander's elite guard [superior]
<worn on eyes>       a crude ivory visor from Kobold Settlement
<worn in ear>        a dangling diamond earring (glowing)
<worn in ear>        an anti-matter earring
<worn on face>       a mask of earth and stone
<worn on body>       an unique bronze chestplate from Kobold Settlement
<worn about body>    a shimmering green cloak
<worn as quiver>     a crude granite quiver
<worn on belt buckle>a stylish brass belt buckle
<worn on arms>       some gazelle-skin sleeves
<worn around wrist>  a spiked purple steel bracer
<worn around wrist>  a human-made brass bracelet from Kobold Settlement
<worn on finger>     a knight's cured leather ring from Kobold Settlement
<primary weapon>     a barbed whip dubbed 'Cometstrike'
<held>               an oval ice crystal (glowing)
<worn on legs>       some fragile emerald pants
<worn on feet>       some magical limestone boots from Kobold Settlement

A traveling merchant's kick parts your hair but does little else.

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP: excellent >
 A wandering adventurer enters from the west.
A muscular villager enters from the north.
[Damage:  6 ] -=[Your fine whip wounds a traveling merchant.]=-
You miss a traveling merchant.
You start chanting...

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP: few scratches >
 You complete your spell...
[Damage: 12 ] You chill a traveling merchant.

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP: few scratches >
 You start chanting...

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP: few scratches >
 A peasant commoner enters from the north.
Casting: harm 

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP: few scratches >
 You complete your spell...
[Damage: 27 ] The power of your god causes a traveling merchant's body to suffer from your harm spell!

< 330h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:excellent E: merchant sta EP:  small wounds >
 -=[A traveling merchant's feeble punch grazes you.]=-

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 You miss a traveling merchant.
You miss a traveling merchant.

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 You start chanting...

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 Casting: harm 

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 You complete your spell...
[Damage: 55 ] The power of your god causes a traveling merchant's body to suffer from your harm spell!

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 A traveling merchant misses you.
You feel your skin soften and return to normal.
-=[A traveling merchant's feeble punch grazes you.]=-
You suddenly see a traveling merchant's foot in your chest.
[Damage:  1 ] A traveling merchant shivers from the unnatural cold as she hits you!

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You start chanting...

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 A pudgy commoner leaves north.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You complete your spell...
[Damage: 14 ] You chill a traveling merchant.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You start chanting...

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You feel your skin harden to stone.
The spirits of Kobold Settlement grant you their protection.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 Casting: harm 

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You complete your spell...
[Damage: 55 ] The power of your god causes a traveling merchant's body to suffer from your harm spell!
A traveling merchant misses you.
A traveling merchant misses you.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 A traveling merchant leaves north.
A young villager leaves west.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 [Damage:  5 ] -=[Your whip strikes a traveling merchant.]=-
[Damage:  7 ] -=[Your whip strikes a traveling merchant hard.]=-

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You start chanting...

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You complete your spell...
[Damage: 12 ] You chill a traveling merchant.

< 321h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 A traveling merchant misses you.
You dodge a traveling merchant's vicious attack.
You suddenly see a traveling merchant's foot in your chest.

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 A young villager enters from the north.

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You miss a traveling merchant.
You miss a traveling merchant.

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You start chanting...

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 A peasant commoner leaves west.

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 Casting: harm 

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You complete your spell...
[Damage: 55 ] The power of your god causes a traveling merchant's body to suffer from your harm spell!

< 320h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 -=[A traveling merchant's punch grazes you.]=-
-=[A traveling merchant's feeble punch grazes you.]=-

< 318h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 [Damage:  5 ] -=[Your decent whip causes a traveling merchant to grimace in pain.]=-
A traveling merchant is incapacitated and will slowly die, if not aided.
[Damage:  8 ] The crack of your whip is the last thing a traveling merchant hears before death.
A traveling merchant 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 traveling merchant dies in agony.

< 318h/330H 125v/125V Pos: standing >
A traveling adventurer leaves north.

< 318h/330H 125v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 318h/330H 125v/125V Pos: standing >
A wandering adventurer leaves west.

< 318h/330H 125v/125V Pos: standing >
A small villager leaves west.

< 318h/330H 125v/125V Pos: standing >
A wandering adventurer enters from the west.
A pudgy commoner enters from the north.

< 318h/330H 125v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 318h/330H 125v/125V Pos: standing >
A young villager leaves west.

< 319h/330H 125v/125V Pos: standing >
A pudgy commoner leaves west.

< 319h/330H 125v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 320h/330H 125v/125V Pos: standing >
A wandering adventurer enters from the west.

< 321h/330H 125v/125V Pos: standing >
A muscular villager leaves north.

< 322h/330H 125v/125V Pos: standing >
A pudgy commoner enters from the west.

< 322h/330H 125v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 323h/330H 125v/125V Pos: standing >
A wandering adventurer leaves west.

< 324h/330H 125v/125V Pos: standing >
You do not see or have the corpsel.

< 324h/330H 125v/125V Pos: standing >
You are almost ready to attain your next level!

< 324h/330H 125v/125V Pos: standing >
You are already standing.

< 325h/330H 125v/125V Pos: standing >
a Well Traveled Path
Obvious exits: -N -W
Fresh blood splatters cover the area.
The corpse of a traveling merchant is lying here.
The corpse of a wandering merchant is lying here.
The corpse of a village commoner is lying here.
A pudgy commoner wanders here looking for something to eat.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)

< 325h/330H 125v/125V Pos: standing >
You draw a 2nd circle of energy from your surroundings.

< 325h/330H 125v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 325h/330H 125v/125V Pos: standing >
a Well Traveled Path
Obvious exits: -N -S
The corpse of a traveling merchant is lying here.
[2] The corpse of a village commoner is lying here.
A muscular villager wanders here looking to start a fight.(Gold Aura)
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A muscular villager wanders here looking to start a fight.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)

< 325h/330H 123v/125V Pos: standing >
A wandering merchant enters from the north.

< 326h/330H 123v/125V Pos: standing >
You miss a wandering merchant.

< 326h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: excellent >
 The winds of time have reclaimed the corpse of a village commoner.
The corpse of a village commoner crumbles to dust and blows away.
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 326h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: excellent >
 -=[A wandering merchant's feeble punch grazes you.]=-
[Damage:  1 ] A wandering merchant shivers from the unnatural cold as he hits you!
-=[A wandering merchant's feeble punch grazes you.]=-

< 324h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: few scratches >
 A wandering merchant dodges your futile attack.
You miss a wandering merchant.
You start chanting...

< 324h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: few scratches >
 You complete your spell...
[Damage: 26 ] You chill a wandering merchant.
The chilling cold causes a wandering merchant to stammer, apparently weakened.

< 324h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: few scratches >
 A wandering merchant misses you.
You feel your skin soften and return to normal.
You suddenly see a wandering merchant's foot in your chest.
You start chanting...

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: few scratches >
 Casting: harm 

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: few scratches >
 You complete your spell...
[Damage: 27 ] The power of your god causes a wandering merchant's body to suffer from your harm spell!

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 You start chanting...

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 A wandering merchant misses you.
A wandering merchant misses you.

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 Casting: harm 

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  small wounds >
 You complete your spell...
[Damage: 27 ] The power of your god causes a wandering merchant's body to suffer from your harm spell!
You miss a wandering merchant.
You score a CRITICAL HIT!!!!!
[Damage: 13 ] -=[Your impressive whip strikes a wandering merchant.]=-

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You feel your skin harden to stone.
The spirits of Kobold Settlement grant you their protection.

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You start chanting...

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 Casting: harm 

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  few wounds >
 You complete your spell...
[Damage: 55 ] The power of your god causes a wandering merchant's body to suffer from your harm spell!

< 323h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 A wandering merchant misses you.
-=[A wandering merchant's punch grazes you.]=-
You suddenly see a wandering merchant's foot in your chest.

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 A wandering merchant dodges your futile attack.
[Damage:  7 ] -=[Your fine whip strikes a wandering merchant.]=-

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 You start chanting...

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 Casting: harm 

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  nasty wounds >
 You complete your spell...
[Damage: 55 ] The power of your god causes a wandering merchant's body to suffer from your harm spell!

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 A young villager enters from the south.

< 321h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 -=[A wandering merchant's punch grazes you.]=-

< 320h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You start chanting...

< 320h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 Autosaving...

< 320h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 Casting: harm 

< 320h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP: pretty hurt >
 You complete your spell...
[Damage: 55 ] The power of your god causes a wandering merchant's body to suffer from your harm spell!

< 320h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 A wandering merchant misses you.
You suddenly see a wandering merchant's foot in your chest.

< 319h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 You start chanting...

< 319h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 You complete your spell...
[Damage: 13 ] You chill a wandering merchant.

< 319h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 -=[A wandering merchant's punch grazes you.]=-

< 318h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 You start chanting...

< 318h/330H 123v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: merchant sta EP:  awful >
 You complete your spell...
[Damage: 26 ] You chill a wandering merchant.  Remember to put flowers on his grave.
A wandering merchant 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 a wandering merchant cause a sickening chill to run up your spine.

< 318h/330H 123v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 318h/330H 123v/125V Pos: standing >
It appears to be the corpse of a wandering merchant.
a few coins

< 318h/330H 123v/125V Pos: standing >
You get a few coins from the corpse of a wandering merchant.
There were: 1 platinum coin, 10 gold coins. 

< 318h/330H 123v/125V Pos: standing >
a Well Traveled Path
Obvious exits: -N -S
Fresh blood splatters cover the area.
A pair of simple looking boots is on the ground here.
The corpse of a wandering merchant is lying here.
The corpse of a traveling merchant is lying here.
The corpse of a village commoner is lying here.
A young villager wanders here, singing songs of joy.(Gold Aura)
A muscular villager wanders here looking to start a fight.(Gold Aura)
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
A muscular villager wanders here looking to start a fight.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)

< 318h/330H 123v/125V Pos: standing >
A small villager leaves north.

< 319h/330H 125v/125V Pos: standing >
A muscular villager leaves south.

< 319h/330H 125v/125V Pos: standing >
You sit down and relax.

< 319h/330H 125v/125V Pos: sitting >
You currently have the following spell slots available:
  1st circle:  8 of  8
  2nd circle:  1 of  7   (  43 seconds)
  3rd circle:  7 of  7
  4th circle:  6 of  6
  5th circle:  1 of  5   (  46 seconds)

< 319h/330H 125v/125V Pos: sitting >
You don't know how to meditate.

< 319h/330H 125v/125V Pos: sitting >
You draw a 5th circle of energy from your surroundings.

< 321h/330H 125v/125V Pos: sitting >
A traveling merchant leaves south.

< 321h/330H 125v/125V Pos: sitting >
You draw a 5th circle of energy from your surroundings.

< 324h/330H 125v/125V Pos: sitting >
The winds of time have reclaimed the corpse of a village commoner.
The corpse of a village commoner crumbles to dust and blows away.

< 326h/330H 125v/125V Pos: sitting >
You draw a 5th circle of energy from your surroundings.

< 327h/330H 125v/125V Pos: sitting >
A traveling merchant enters from the south.

< 327h/330H 125v/125V Pos: sitting >
Your skin loses its thorny texture.

< 328h/330H 125v/125V Pos: sitting >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 328h/330H 125v/125V Pos: sitting >
A muscular villager enters from the south.

< 330h/330H 125v/125V Pos: sitting >
You clamber to your feet.

< 330h/330H 125v/125V Pos: standing >
Someone attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
A Dwarf snaps into visibility.
Out of nowhere, a Dwarf stabs you in the back.

< 329h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC:few scratches E: A Dwarf sta EP: excellent >
 A Dwarf dodges your futile attack.
Sparks...  flashing lights...  you cannot concentrate!
You miss a Dwarf.
-=[A Dwarf's impressive slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's powerful pierce strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's impressive slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's impressive slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!

< 281h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: small wounds E: A Dwarf sta EP: few scratches >
 Everything is blurry after a Dwarf's head came crashing into your skull.
OUCH!  That really did HURT!
[Damage:  3 ] A Dwarf shivers from the unnatural cold as he hits you!
Wow!  Look at all those stars!!
The world starts spinning, and your ears are ringing!

< 215h/330H 125v/125V Pos: standing >
You feel your skin harden to stone.
The spirits of Kobold Settlement grant you their protection.

< 215h/330H 125v/125V Pos: standing >
-=[A Dwarf's weak slash grazes you.]=-
-=[A Dwarf's weak pierce grazes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's weak slash grazes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's slash grazes you.]=-

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 You try to overcome your woozy feeling.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 You are already standing.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 211h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 The world stops spinning.
A Dwarf tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 211h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: few wounds E: A Dwarf sta EP: few scratches >
 A Dwarf dodges your futile attack.

< 211h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: few wounds E: A Dwarf sta EP: few scratches >
 -=[A Dwarf's impressive slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's crude pierce grazes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's weak slash grazes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
You feel your skin soften and return to normal.
-=[A Dwarf's weak slash grazes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!

< 199h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: few wounds E: A Dwarf sta EP: few scratches >
 You no longer see spots.

< 199h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: few wounds E: A Dwarf sta EP: few scratches >
 A Dwarf dodges your futile attack.

< 199h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: few wounds E: A Dwarf sta EP: few scratches >
 -=[A Dwarf's slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's pierce strikes you hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's pierce strikes you hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's powerful slash strikes you.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's powerful slash strikes you hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!

< 127h/330H 125v/125V Pos: sitting >
< T: Kerj TP: sit TC: nasty wounds E: A Dwarf sta EP: few scratches >
 A peasant commoner enters from the south.
You scramble madly to your feet!

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 You are already standing.

< 127h/330H 125v/125V Pos: standing >
< T: Kerj TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 You attempt to flee...
a Well Traveled Path
Obvious exits: -N -W
The corpse of a traveling merchant is lying here.
The corpse of a wandering merchant is lying here.
The corpse of a village commoner is lying here.
A wandering adventurer roams here looking for some excitement.(Gold Aura)
A peasant commoner wanders here with his head held low.(Gold Aura)
You flee southward!

< 127h/330H 98v/125V Pos: standing >
You are already standing.

< 127h/330H 98v/125V Pos: standing >
You draw a 5th circle of energy from your surroundings.
You attempt to flee...
a Well Traveled Path
Obvious exits: -E -W
a rusty diamond ghurka from Shairak and Smokeveil Forest lies here on the ground.
The corpse of a wandering merchant is lying here.
A skin-wrapped emerald veil lies here on the ground.
A small reptile scale lies here.
[3] Some padded leather armor is on the ground here gathering dust.
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A small villager wanders here looking for something to do.(Gold Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)
A pudgy commoner wanders here looking for something to eat.(Gold Aura)
You flee westward!

< 127h/330H 75v/125V Pos: standing >
You attempt to flee...
a Well Traveled Path
Obvious exits: -N -E
Some padded leather armor is on the ground here gathering dust.
A traveling merchant wanders here looking to buy some wares.(Gold Aura)
A village commoner wanders here in search of something to do.(Gold Aura)
You flee westward!

< 127h/330H 48v/125V Pos: standing >
a Well Traveled Path
Obvious exits: -S -U
A bent piece of bronze scrap has been left here.
A small amount of silk has been left here.
A spiked suit of ringmail is on the ground here gathering dust.
A spiked suit of splint mail is on the ground here.
[2] A pair of simple looking boots is on the ground here.
[2] A buckler is on the ground here gathering dust and dirt.
[2] A hand axe is on the ground here collecting dust.
A fragile steel sickle lies here on the ground.
A wandering merchant wanders here looking to buy some wares.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
A wandering merchant wanders here looking to buy some wares.(Gold Aura)

< 127h/330H 47v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 127h/330H 47v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 127h/330H 48v/125V Pos: standing >
Alas, you cannot go that way. . . .

< 127h/330H 48v/125V Pos: standing >
Rushdie Inn
Obvious exits: -S# -D
A tiny infant has been abandoned here, left to die.(Gold Aura)

< 127h/330H 48v/125V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 127h/330H 48v/125V Pos: standing >
The door seems to be closed.

< 128h/330H 50v/125V Pos: standing >
Ok.

< 128h/330H 51v/125V Pos: standing >
A Room of Peace
Obvious exits: -N

< 128h/330H 50v/125V Pos: standing >
Rushdie Inn
Obvious exits: -S -D
A tiny infant has been abandoned here, left to die.(Gold Aura)

< 129h/330H 51v/125V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 130h/330H 52v/125V Pos: standing >
Out of nowhere, a Dwarf stabs you in the back.
OUCH!  That really did HURT!
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!

< 93h/330H 52v/125V Pos: standing >
< T: Kerj TP: sta TC:pretty hurt E: A Dwarf sta EP: few scratches >
 A Dwarf dodges your futile attack.
A Dwarf dodges your futile attack.

< 93h/330H 53v/125V Pos: standing >
< T: Kerj TP: sta TC:pretty hurt E: A Dwarf sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 93h/330H 53v/125V Pos: standing >
< T: Kerj TP: sta TC:pretty hurt E: A Dwarf sta EP: few scratches >
 -=[A Dwarf's impressive slash strikes you hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's impressive slash strikes you very hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!
-=[A Dwarf's impressive slash strikes you very hard.]=-
[Damage:  1 ] A Dwarf shivers from the unnatural cold as he hits you!

< 58h/330H 53v/125V Pos: standing >
< T: Kerj TP: sta TC:pretty hurt E: A Dwarf sta EP: few scratches >
 Everything is blurry after a Dwarf's head came crashing into your skull.
You feel your pulse begin to slow and you realize you are mortally wounded...
[Damage:  3 ] 
< -7h/330H 53v/125V Pos: on your ass >