The death of [32 Shock Reaver] Rookt (Orc)

in An Open Air Market

from the perspective of [52 Blademaster] Kenon The Empire (Centaur)

<worn as a badge>    a masterly crafted obsidian badge (illuminating) [66%]
<worn on head>       a ram horned helm of demonic allegiance (magic) (humming)
<worn on eyes>       a pair of goggles of faerie sight (magic)
<worn in ear>        a glowing crystalline earring [superior] (magic)
<worn in ear>        an earring of congealed blood [superior]
<worn on face>       the mask of hatred [superior]
<worn around neck>   a scarf of enhanced stealth [superior] (magic)
<worn around neck>   a holy symbol of the Ravenkind of damage (magic) (glowing)
<worn on body>       a suit of bluestone platemail bearing a Dragon Fang (magic)
<worn on horse body> a leather flanchard encrusted with gemstones of endurance (magic) (glowing)
<worn about body>    a cloak of protection [superior] (magic)
<worn on back>       a well crafted backpack (magic) [79%]
<worn on tail>       a ring of flowing mists of damage (magic)
<worn as quiver>     the quiver of holding (magic)
<worn about waist>   the woven entrails of an unfortunate soul [superior]
<worn on belt buckle>a jagged titanium boomerang [superior]
<attached to belt>   the wicked-looking scimitar of Demogorgon (magic)[192h 23m 9s]
<worn on arms>       the armplates of armageddon [superior]
<worn around wrist>  a lightbringer bracelet of Pelor (magic)
<worn around wrist>  a lightbringer bracelet of Pelor (magic) [87%]
<worn on hands>      a pair of gauntlets formed of dust [superior]
<worn on finger>     a glowing faerie ring
<worn on finger>     a death ring of Tezcatlipoca (magic)[192h 23m 9s]
<primary weapon>     the mystical longsword of Volo the Traveler (magic)[192h 36m 36s]
<secondary weapon>   the unholy avenger named 'Bloodlust' (magic) (glowing)[191h 43m 9s]
<worn on feet>       a set of bloodied horseshoes of endurance (magic)


Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
 
   *^..^^*+.^^  ..    
  *++++++++***   ..   
 ***^...*.+....  .    
 ****^^**.^D          
 ******...            
 *****... ^           
 *****.               
 *MM^                 
 ^^^^                 
  ^^^^                
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
 
   *^..^^*+.^^  ..    
  *++++++++***   ..   
 ***^...*.+....  .    
 ****^^**.^D          
 ******...            
 *****... ^           
 *****.               
 *MM^                 
 ^^^^                 
  ^^^^                
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
 
   *^..^^*+.^^  ..    
  *++++++++***   ..   
 ***^...*.+....  .    
 ****^^**.^D          
 ******...            
 *****... ^           
 *****.               
 *MM^                 
 ^^^^                 
  ^^^^                
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
 
   **^**.*+..^   *    
  **^..^^*+.^^  ...   
 +*++++++++***   ...  
 ***^...*.+....  .    
 ****^^**.^D          
 ******...^           
 *****...             
 *****.               
 *MM^                 
  ^^^                 
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.
 
   **^**.*+..^   *    
  **^..^^*+.^^  ...   
 +*++++++++***   ...  
 ***^...*.+....  .    
 ****^^**.^D          
 ******...^           
 *****...             
 *****.               
 *MM^                 
  ^^^                 
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
 
   **^**.*+..^   *    
  **^..^^*+.^^  ...   
 +*++++++++***   ...  
 ***^...*.+....  .    
 ****^^**.^D          
 ******...^           
 *****...             
 *****.               
 *MM^                 
  ^^^                 
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
Speed set to 0.

< 1167h/1167H 306v/306V Pos: standing >
Name: Sleipnir                            
-========================================================================-
Captain: Kenon                Frags: 150       Status: UNDOCKED     ID[GC]

         61/88       Speed Range: 0-32       Crew: Tekan Madcaps
                          Weight: 330,000          Deck Cadet
           ||               Load: 134/165          Gunner Cadet  
          /..\        Passengers:  1/20            Shipwright Tyro
         /.44.\        
        /..--..\        Num  Name                 Position   Ammo   Status
        |..44..|        [ 0] Medium Catapult      Forward      9    Ready
        |......| 124    [ 1] Medium Catapult      Forward      9    Ready
        \__..__/ ---    [ 2] Medium Ballistae     Port        31    Ready
        |..||..|/130    [ 3] Medium Ballistae     Port        31    Ready
        |....../        [ 4] Medium Ballistae     Port        31    Ready
        |...../|        [ 5] Copper Ingots (40 crates)
        |..../.|        [ 6] Underdark Mithril (5 crates)
     77 |55./55|  67     
    --- |--/\--| ---     
    110 |55\/55| 110     
        |......|         
        |__||__|         
        /......\         
        |......|         
        |..27..|         
        |..--..|         
        |..27..|
        \______/    Set Heading: 0    Set Speed: 0     Crew Stamina: 696
                        Heading: 0        Speed: 14    Repair Stock: 330
         25/55 

< 1167h/1167H 306v/306V Pos: standing >
 
   **^**.*+..^   *    
  **^..^^*+.^^  ...   
 +*++++++++***   ...  
 ***^...*.+....  .    
 ****^^**.^D          
 ******...^           
 *****...             
 *****.               
 *MM^                 
  ^^^                 
   ^^^                
The Great Bay of Cyric the Destroyer
Obvious exits: -North -East  -South -West 
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
Contact listing                                               H:0   S:0  
=========================================================================|

< 1167h/1167H 306v/306V Pos: standing >
Your ship manuevers to the north.
A Small Harbor
   This small harbor seems just large enough for a few ships, being
narrow and apparently fairly shallow.  To the north, the walls of a
fairly large city can be seen, and to the south, the ocean awaits.  A
dock can be seen just to the north.
Obvious exits: -North -South
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -South -West 

< 1167h/1167H 305v/306V Pos: standing >
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -West 

< 1167h/1167H 304v/306V Pos: standing >
You disembark this ship.
A Small Harbor
   This small harbor seems just large enough for a few ships, being
narrow and apparently fairly shallow.  To the north, the walls of a
fairly large city can be seen, and to the south, the ocean awaits.  A
dock can be seen just to the north.
Obvious exits: -North -South
The Galleon Sleipnir floats here.

< 1167h/1167H 306v/306V Pos: standing >
A dock is that way.
You extend your sights northward.
The Dock
   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Hi floats here.
The Sloop Salty Leucrotta  floats here.
The Ketch Bearded Clam floats here.
The Yacht Chicken Ship floats here.
The Sloop , floats here.
The Galleon Enjoy! floats here.
The Carrack S.S.S. floats here.
The Caravel Pokmobile floats here.
The Caravel Mesmerize floats here.
The Sloop S.S. Minnow floats here.
The Yacht Lohrr's  Ship floats here.
The Caravel Jaws floats here.
The Ketch syvlist is a poon floats here.
The Yacht The Exploding Palm floats here.
The Sloop Teakwood Samurai floats here.
The Yacht bugginator floats here.

< 1167h/1167H 306v/306V Pos: standing >
You quickly scan the area.
You see nothing.

< 1167h/1167H 306v/306V Pos: standing >
You quickly scan the area.
Macom who is not far off to your north.

< 1167h/1167H 306v/306V Pos: standing >
You board the Galleon Sleipnir.
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -West 

< 1167h/1167H 306v/306V Pos: standing >
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -South -West 

< 1167h/1167H 305v/306V Pos: standing >
On the Bridge of the Galleon Sleipnir
Obvious exits: -North -East  -South -West 

< 1167h/1167H 304v/306V Pos: standing >
Your ship manuevers to the north.
The Dock
   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Sleipnir floats here.
The Galleon Hi floats here.
The Sloop Salty Leucrotta  floats here.
The Ketch Bearded Clam floats here.
The Yacht Chicken Ship floats here.
The Sloop , floats here.
The Galleon Enjoy! floats here.
The Carrack S.S.S. floats here.
The Caravel Pokmobile floats here.
The Caravel Mesmerize floats here.
The Sloop S.S. Minnow floats here.
The Yacht Lohrr's  Ship floats here.
The Caravel Jaws floats here.
The Ketch syvlist is a poon floats here.
The Yacht The Exploding Palm floats here.
The Sloop Teakwood Samurai floats here.
The Yacht bugginator floats here.
Your ship begins docking procedures.
Your ship has completed docking procedures.
The port authorities board the ship in search of contraband...
...And find 4 crates of Underdark Mithril, which they confiscate.

< 1167h/1167H 306v/306V Pos: standing >
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -South -West 

< 1167h/1167H 305v/306V Pos: standing >
Aboard the Galleon Sleipnir
Obvious exits: -North -East  -West 

< 1167h/1167H 304v/306V Pos: standing >
You disembark this ship.
The Dock
   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Sleipnir floats here.
The Galleon Hi floats here.
The Sloop Salty Leucrotta  floats here.
The Ketch Bearded Clam floats here.
The Yacht Chicken Ship floats here.
The Sloop , floats here.
The Galleon Enjoy! floats here.
The Carrack S.S.S. floats here.
The Caravel Pokmobile floats here.
The Caravel Mesmerize floats here.
The Sloop S.S. Minnow floats here.
The Yacht Lohrr's  Ship floats here.
The Caravel Jaws floats here.
The Ketch syvlist is a poon floats here.
The Yacht The Exploding Palm floats here.
The Sloop Teakwood Samurai floats here.
The Yacht bugginator floats here.

< 1167h/1167H 306v/306V Pos: standing >
Looks like an exit.
You extend your sights northward.
The Office of Macom, the Shipwright
   This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul.  Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones.  Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West 
Macom, the town shipwright, stands here ready to deal.

< 1167h/1167H 306v/306V Pos: standing >
You sell 40 crates of Copper Ingots for 5425 platinum, 9 gold, and 2 silver, making a 371% profit.
Enlil grants you an additional 596 platinum, 8 gold, 5 silver, and 1 copper.
You receive 6022 platinum, 7 gold, 7 silver, and 1 copper.
Thanks for your business!

< 1167h/1167H 306v/306V Pos: standing >

< 1167h/1167H 306v/306V Pos: standing >
You sell 1 crates of Underdark Mithril for 894 platinum, and 9 gold, making a -5% profit.
Enlil grants you an additional 98 platinum, 4 gold, 3 silver, and 8 copper.
You receive 993 platinum, 3 gold, 3 silver, and 8 copper.
Thanks for your business!

< 1167h/1167H 306v/306V Pos: standing >
Ok.
You put 7015 platinum, 10 gold, 10 silver, and 9 copper coins into a large sack of stitched nebree skin.

< 1167h/1167H 306v/306V Pos: standing >
Saving Kenon.

< 1167h/1167H 306v/306V Pos: standing >
You get a large pile of coins from your large sack of stitched nebree skin.
There were: 20054 platinum coins, 198 gold coins, 15 silver coins, 14 copper coins. 

< 1167h/1167H 306v/306V Pos: standing >
Ok.
You put 20054 platinum, 198 gold, 15 silver, and 14 copper coins into a large sack of stitched nebree skin.

< 1167h/1167H 306v/306V Pos: standing >
Saving Kenon.

< 1167h/1167H 306v/306V Pos: standing >
The Dock
Obvious exits: -North -South
The Galleon Sleipnir floats here.
The Galleon Hi floats here.
The Sloop Salty Leucrotta  floats here.
The Ketch Bearded Clam floats here.
The Yacht Chicken Ship floats here.
The Sloop , floats here.
The Galleon Enjoy! floats here.
The Carrack S.S.S. floats here.
The Caravel Pokmobile floats here.
The Caravel Mesmerize floats here.
The Sloop S.S. Minnow floats here.
The Yacht Lohrr's  Ship floats here.
The Caravel Jaws floats here.
The Ketch syvlist is a poon floats here.
The Yacht The Exploding Palm floats here.
The Sloop Teakwood Samurai floats here.
The Yacht bugginator floats here.

< 1167h/1167H 306v/306V Pos: standing >
Saving Kenon.

< 1167h/1167H 306v/306V Pos: standing >
The Office of Macom, the Shipwright
   This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul.  Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones.  Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West 
Macom, the town shipwright, stands here ready to deal.

< 1167h/1167H 305v/306V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -East  -South

< 1167h/1167H 304v/306V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 1167h/1167H 304v/306V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North# -East # -South -West #

< 1167h/1167H 305v/306V Pos: standing >
A faint hum can be heard from the mystical longsword of Volo the Traveler you are carrying.
The gate seems to be closed.

< 1167h/1167H 305v/306V Pos: standing >
Ok.

< 1167h/1167H 306v/306V Pos: standing >
The Gates to the Royal Docks
   This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace.  The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East  -South -West 

< 1167h/1167H 305v/306V Pos: standing >
Ok.

< 1167h/1167H 305v/306V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.

< 1167h/1167H 305v/306V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.

< 1167h/1167H 305v/306V Pos: standing >
Saving Kenon.

< 1167h/1167H 305v/306V Pos: standing >

		Score information for Kenon

Level: 52   Race: Centaur   Class: Ranger / Blademaster Sex: Male
Hit points: 1167(1167)  Moves: 306(306)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 10007 platinum     0 gold     0 silver     0 copper
Playing time: 10 days / 9 hours/ 27 minutes
Received data: 0.9974 MB this session.
Send data:     0.0763 MB this session.
Compression ratio: 87%
Title: Wanderer - The Empire
Group Leader: Fatwa
Status:  Standing.
         Soulshielded Strained Lungs
Epic points(total): 518(21043) Current task: find runestone of Alatorin - the Forge City
Epic Bonus: Epic Points Bonus (11.94%)
Frags:   +1.94   Deaths:   24
Consenting: Fatwa
Detecting:      Invisible Evil Good Magic Life Heat
Protected from: Evil Good Fire Cold Lightning Gas Acid Animals All but High Circle Spells
Protected by:   Spirit Ward
Enchantments:   Ultravision Farsee Fly Armor Haste Blur Invisibility Blessing of the Gods Tower of Iron Will Sparkling
Herbs:          Blue Haze Medicus
Stat Pool timeout: 11:01:48
Bartender Quests Remaining: 5
Combat Pulse:   17 Spell Pulse:  1.27 
Leaderboard Points: 1120 

Active Spells:
--------------
stone skin (2 minutes)
infravision (41 minutes)
dazzle (7 minutes)
blur (7 minutes)
rested bonus (14 minutes)
barkskin (22 minutes)
farsee (58 minutes)
protection from animals (49 minutes)


< 1167h/1167H 306v/306V Pos: standing >
You get a green dragonscale from a large sack of stitched nebree skin.

< 1167h/1167H 306v/306V Pos: standing >
You can only quaff potions.

< 1167h/1167H 306v/306V Pos: standing >

< 1167h/1167H 306v/306V Pos: standing >
You get a green potion with black chunks from a large sack of stitched nebree skin.

< 1167h/1167H 306v/306V Pos: standing >
As you quaff a green potion with black chunks, the vial disappears in a bright flash of light!
Suddenly, you feel much stronger!
You point at yourself. Suddenly, your vision becomes sharper!
You feel strength and power courses through your veins!

< 1167h/1167H 306v/306V Pos: standing >
Autosaving...

< 1205h/1205H 306v/306V Pos: standing >
Ok.

< 1205h/1205H 306v/306V Pos: standing >
Saving Kenon.

< 1205h/1205H 306v/306V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
You see nothing.

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
You see nothing.

< 1205h/1205H 305v/306V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 1205h/1205H 304v/306V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South
You sense a lifeform nearby.

< 1205h/1205H 303v/306V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.
A commoner who is not far off to your north.
An orcish adventurer who is a brief walk away to your north.
A retired soldier who is in the distance to your north.

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.
A commoner who is not far off to your north.
An orcish adventurer who is a brief walk away to your north.
A retired soldier who is in the distance to your north.

< 1205h/1205H 306v/306V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South -West 

< 1205h/1205H 305v/306V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South -West 
A male commoner stands here.
A male commoner stands here.

< 1205h/1205H 304v/306V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East  -South -West 
An orcish adventurer stands here.(Red Aura)

< 1205h/1205H 303v/306V Pos: standing >

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
A retired soldier who is not far off to your north.
A Sarmiz'Duul peacekeeper who is rather far off to your east.
An Orc who is rather far off to your east.
A commoner who is close by to your south.
A commoner who is close by to your south.

< 1205h/1205H 306v/306V Pos: standing >
You quickly scan the area.
A retired soldier who is not far off to your north.
A Sarmiz'Duul peacekeeper who is rather far off to your east.
A Sarmiz'Duul peacekeeper who is rather far off to your east.
An Orc who is rather far off to your east.
A commoner who is close by to your south.
A commoner who is close by to your south.

< 1205h/1205H 306v/306V Pos: standing >

< 1205h/1205H 306v/306V Pos: standing >
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 

< 1205h/1205H 305v/306V Pos: standing >
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 

< 1205h/1205H 304v/306V Pos: standing >
Slay whom?

< 1205h/1205H 304v/306V Pos: standing >
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 1205h/1205H 305v/306V Pos: standing >
Slay whom?

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
A half-orc shaman who is a brief walk away to your north.
An Orc who is close by to your east.
An orcish adventurer who is a brief walk away to your west.

< 1205h/1205H 305v/306V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
A half-orc shaman who is a brief walk away to your north.
An Orc who is close by to your east.

< 1205h/1205H 305v/306V Pos: standing >
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 
An Orc (medium) stands here. (Non-Fraggable)(Red Aura)

< 1205h/1205H 304v/306V Pos: standing >
A Sarmiz'Duul peacekeeper enters from the west.
A Sarmiz'Duul peacekeeper enters from the west.
Amidst your opponents unpreparedness, you leap forth and deliver a surprise attack!
You snap into visibility.
[Damage: 20 ] -=[Your impressive slash strikes an Orc.]=-
[Damage: 18 ] -=[Your impressive slash strikes an Orc.]=-

< 1205h/1205H 306v/306V Pos: standing >
< T: Kenon TP: sta TC:excellent E: An Orc sta EP:  few wounds >
 You feel like you can smoke again.

< 1205h/1205H 306v/306V Pos: standing >
< T: Kenon TP: sta TC:excellent E: An Orc sta EP:  few wounds >
 An Orc suddenly appears a bit confused!
You watch in glee as an Orc looks dazzled.
An Orc misses you.
You deflect an Orc's blow and strike back at him!
You snap into visibility.
[Damage: 18 ] -=[Your impressive slash strikes an Orc.]=-

< 1205h/1205H 306v/306V Pos: standing >
< T: Kenon TP: sta TC:excellent E: An Orc sta EP:  nasty wounds >
 You score a CRITICAL HIT!!!!!
You snap into visibility.
[Damage: 37 ] -=[Your powerful slash seriously wounds an Orc.]=-
Your the mystical longsword of Volo the Traveler sinks deep into an Orc's flesh!
[Damage: 141 ] -=[You drain an Orc of some of his energy.]=-
[Damage: 19 ] -=[Your impressive slash causes an Orc to grimace in pain.]=-
[Damage: 17 ] -=[Your impressive slash hits an Orc.]=-
An Orc is dead! R.I.P.
You receive your share of experience.