The death of [34 Necrolyte] Orak (Orc)

in A Cobblestone Road

from the perspective of [52 War Priest] Shurakai (Human)

<worn as a badge>    a masterly crafted obsidian badge of precision (illuminating)
<worn on head>       a spiked chromium dragonscale helmet of agility (magic)
<worn on eyes>       eyes of the tanar'ri of constitution (magic)
<worn in ear>        a lightning earring [superior] (illuminating)
<worn in ear>        a dangling bloodstone earring (magic) (glowing) [63%]
<worn on face>       the beak of the Queen of Chaos [superior] (magic)
<worn around neck>   a necklace of halfling ears [superior] (illuminating)
<worn around neck>   a necklace of halfling ears [superior] (illuminating)
<worn on body>       the armor of a MaDMaN of precision (magic)
<worn about body>    the mantle of the Dark [superior] (magic)
<worn on back>       a wolfhide backpack (illuminating) [60%]
<worn as quiver>     a silken backsheath of flight of endurance (magic) [84%]
<worn about waist>   a belt of linked bones [poor] (magic)
<worn on belt buckle>a huge double-bladed axe called 'Skull Splitter' [superior] (magic)
<attached to belt>   a lost monkey (illuminating) [81%]
<attached to belt>   the horn of the dragonslayer (illuminating)
<worn on arms>       some scintillating sleeves [superior] (invis) (magic)
<held as shield>     a shield of silver dragon scales [superior] (magic)
<worn around wrist>  a bracelet of dracolich hide of power (magic) (humming) [41%]
<worn around wrist>  the writhing serpent of miracles [poor] (illuminating)
<worn on hands>      some black leather gloves with mithril blades (illuminating) [34%]
<worn on finger>     the signet ring of Frenbar (magic)
<worn on finger>     a ring called 'Soulcatcher' (invis) (illuminating) [88%]
<primary weapon>     the mace of light and darkness (magic)[144h 39m 0s]
<worn on legs>       a pair of vapor leggings of regeneration (illuminating) [84%]
<worn on feet>       boots of the panther of endurance (illuminating) [49%]

  ****....**M   
   **..^.^^^    
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 174v/215V Pos: standing >
 
   .^.*^^..*    
  .^*++++++*+   
 ***^+...^***^  
 ...M+^^******  
 +++++*@******  
 *^***M*M*****  
 *************  
  ***....**MM   
   *..^.^^^^    
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 173v/215V Pos: standing >
 
   ^.*^^..**    
  ^*++++++*++   
 **^+...^***^.  
 ..M+^^******^  
 ++++**@******  
 ^***M*M******  
 *************  
  **....**MM^   
   ..^.^^^^^    
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 171v/215V Pos: standing >
 
   .*^^..**^    
  *++++++*+++   
 *^+...^***^..  
 .M+^^******^^  
 +++***@******  
 ***M*M******.  
 ************D  
  *....**MM^    
   .^.^^^^^^    
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 170v/215V Pos: standing >
 
   *^^..**^.    
  ++++++*++++   
 ^+...^***^...  
 M+^^******^^*  
 ++****@*****.  
 **M*M******..  
 ***********D   
  ....**MM^     
   ^.^^^^^^     
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 168v/215V Pos: standing >
 
   ^^..**^..    
  +++++*++++M   
 +...^***^...*  
 +^^******^^**  
 +*****@****..  
 *M*M******...  
 **********D    
  ...**MM^      
   .^^^^^^      
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 167v/215V Pos: standing >
 
   ^..**^..^    
  ++++*++++M+   
 ...^***^...*.  
 ^^******^^**.  
 ******@***...  
 M*M******...   
 *********D     
  ..**MM^       
   ^^^^^^       
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 165v/215V Pos: standing >
 
   ..**^..^^    
  +++*++++M++   
 ..^***^...*.+  
 ^******^^**.^  
 ******@**...   
 *M******...    
 ********D      
  .**MM^        
   ^^^^^        
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 164v/215V Pos: standing >
 
   *****^**.    
  ^..**^..^^*   
 ++++*++++M+++  
 ..^***^...*.+  
 ^*****@^^**.^  
 *********...   
 *M******...    
  *******D      
   **MM^        
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 162v/215V Pos: standing >
 
   ****^**.*    
  ..**^..^^*+   
 +++*++++M+++*  
 .^***^...*.+.  
 ******@^**.^D  
 ********...    
 M******...     
  ******D       
   *MM^         
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East  -South -West 

< 1007h/1007H 161v/215V Pos: standing >
 
   *********    
  *****^**.*+   
 ^..**^..^^*+.  
 +++*++++M+++*  
 .^***^@..*.+.  
 ******^^**.^D  
 ********...    
  ******...     
   *****D       
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 159v/215V Pos: standing >
 
   ********+    
  ****^**.*+.   
 ..**^..^^*+.^  
 ++*++++M+++**  
 ^***^.@.*.+..  
 *****^^**.^D   
 *******...     
  *****...      
   ****D        
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 157v/215V Pos: standing >
 
   *******+^    
  ***^**.*+..   
 .**^..^^*+.^^  
 +*++++M+++***  
 ***^..@*.+...  
 ****^^**.^D    
 ******...      
  ****...       
   ***D         
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 156v/215V Pos: standing >
 
   ***M**.+M    
  ********+^.   
 ****^**.*+..^  
 .**^..^^*+.^^  
 +*++++@+++***  
 ***^...*.+...  
 ****^^**.^D    
  *****...      
   ***...       
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 
A sightless bogwyrm splashes around in the shallow marshlands.(Red Aura)

< 1007h/1007H 154v/215V Pos: standing >
 
   **M**.+M.    
  *******+^.^   
 ***^**.*+..^   
 **^..^^*+.^^   
 *++++M@++***   
 **^...*.+....  
 ***^^**.^D     
  ****...       
   **...        
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 154v/215V Pos: standing >
 
   *M**.+M.*    
  ******+^.^.   
 **^**.*+..^    
 *^..^^*+.^^    
 ++++M+@+***    
 *^...*.+....   
 **^^**.^D      
  ***...        
   *...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 153v/215V Pos: standing >
 
   *****+^.^    
  *^**.*+..^    
 *^..^^*+.^^    
 ++++M+++***    
 *^...*@+....   
 **^^**.^D      
 ****...        
  **...         
   *D           
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 153v/215V Pos: standing >
 
   ^**.*+..^    
  ^..^^*+.^^    
 ++++M+++***    
 *^...*.+....   
 **^^**@^D      
 ****...        
 ***...         
  **D           
                
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -South -West 

< 1007h/1007H 152v/215V Pos: standing >
 
   *****+^.^    
  *^**.*+..^    
 *^..^^*+.^^    
 ++++M+++***    
 *^...*@+....   
 **^^**.^D      
 ****...        
  **...         
   *D           
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 151v/215V Pos: standing >
 
   ****+^.^.    
  ^**.*+..^     
 ^..^^*+.^^  .  
 +++M+++***     
 ^...*.@.... M  
 *^^**.^D       
 ***...         
  *...          
   D            
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1007h/1007H 149v/215V Pos: standing >
Ouside the Gates of Sarmiz'Duul
   The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction.  The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South

< 1007h/1007H 149v/215V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East  -South -West 
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.

< 1007h/1007H 147v/215V 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 -South

< 1007h/1007H 147v/215V 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 -South -West #

< 1007h/1007H 146v/215V 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 -South

< 1007h/1007H 146v/215V 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 -South -West #
A member of the city's regular guard stands here.

< 1007h/1007H 145v/215V Pos: standing >
You quickly scan the area.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.
A burly half-orc gate guard who is rather far off to your north.

< 1007h/1007H 146v/215V Pos: standing >
Alas, you cannot go that way. . . .

< 1007h/1007H 146v/215V 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 #

< 1007h/1007H 146v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
An aging but brawny half-orc stands here enjoying life.

< 1007h/1007H 146v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
You sense a lifeform nearby.

< 1007h/1007H 145v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 

< 1007h/1007H 145v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 1007h/1007H 144v/215V Pos: standing >
You quickly scan the area.
A retired soldier who is a brief walk away to your west.

< 1007h/1007H 145v/215V Pos: standing >
A Sarmiz'Duul peacekeeper leaves west.
A Sarmiz'Duul peacekeeper leaves west.
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 

< 1007h/1007H 145v/215V Pos: standing >
You quickly scan the area.
A Sarmiz'Duul peacekeeper who is not far off to your west.
A Sarmiz'Duul peacekeeper who is not far off to your west.
A retired soldier who is rather far off to your west.

< 1007h/1007H 145v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 

< 1007h/1007H 146v/215V Pos: standing >
You quickly scan the area.
Hudak who is not far off to your north.
A Sarmiz'Duul peacekeeper who is a brief walk away to your west.
A Sarmiz'Duul peacekeeper who is a brief walk away to your west.
A retired soldier who is in the distance to your west.

< 1007h/1007H 146v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South

< 1007h/1007H 147v/215V Pos: standing >
Hudak's Meats
   This long, low ceilinged building houses the town butcher.  The coppery
tang of blood hangs in the air, as Hudak chops animals into edible meats.
Blood covers the floor, and several metal tubs are spaced along the butchers
block to hold refuse.
Obvious exits: -South
A half-orc stands here, hacking into the leg of some animal.

< 1007h/1007H 147v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South

< 1007h/1007H 147v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 

< 1007h/1007H 146v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 

< 1007h/1007H 146v/215V Pos: standing >
You quickly scan the area.
An Orc who is not far off to your north.
Rjinal, the alchemist who is not far off to your north.
A reveller who is not far off to your north.
A reveller who is not far off to your north.
A reveller who is not far off to your north.
A reveller who is not far off to your north.

< 1007h/1007H 147v/215V Pos: standing >
Alas, you cannot go that way. . . .

< 1007h/1007H 148v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South

< 1007h/1007H 147v/215V Pos: standing >
A faint hum can be heard from the mace of light and darkness you are carrying.
Looks like an exit.
You extend your sights northward.
The Cheshire Inn
   This large, multi-level building is used as the Inn for the town.  Having
the reputation as a quiet place where a citizen can get good food and better
spirits, it has a steady clientele of workers and families looking to treat
themselves.  Thick furs cover the ground, sturdy wooden tables are placed
around, and a large central fireplace offer a cozy atmoshpere.
A soothing aura fills the area.
Obvious exits: -South
An Orc (medium) sits resting. (Non-Fraggable)(Red Aura)
Rjinal, the alchemist wanders here.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.

< 1007h/1007H 151v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 

< 1007h/1007H 150v/215V Pos: standing >
Try becoming part of a guild first!  DUH!

< 1007h/1007H 153v/215V Pos: standing >

< 1007h/1007H 168v/215V Pos: standing >
Alas, you cannot go that way. . . .

< 1007h/1007H 169v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 

< 1007h/1007H 169v/215V Pos: standing >

< 1007h/1007H 180v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -West 

< 1007h/1007H 182v/215V Pos: standing >

< 1007h/1007H 196v/215V Pos: standing >
A Cobblestone Road
Obvious exits: -North -West 

< 1007h/1007H 197v/215V Pos: standing >
Alas, you cannot go that way. . . .

< 1007h/1007H 199v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South

< 1007h/1007H 199v/215V Pos: standing >
Looks like an exit.
You extend your sights northward.
The Cheshire Inn
   This large, multi-level building is used as the Inn for the town.  Having
the reputation as a quiet place where a citizen can get good food and better
spirits, it has a steady clientele of workers and families looking to treat
themselves.  Thick furs cover the ground, sturdy wooden tables are placed
around, and a large central fireplace offer a cozy atmoshpere.
A soothing aura fills the area.
Obvious exits: -South
An Orc (medium) sits resting. (Non-Fraggable)(Red Aura)
Rjinal, the alchemist wanders here.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.

< 1007h/1007H 200v/215V Pos: standing >
You quickly scan the area.
An Orc who is close by to your north.
Rjinal, the alchemist who is close by to your north.
A reveller who is close by to your north.
A reveller who is close by to your north.
A reveller who is close by to your north.
A reveller who is close by to your north.

< 1007h/1007H 206v/215V Pos: standing >
The Cheshire Inn
   This large, multi-level building is used as the Inn for the town.  Having
the reputation as a quiet place where a citizen can get good food and better
spirits, it has a steady clientele of workers and families looking to treat
themselves.  Thick furs cover the ground, sturdy wooden tables are placed
around, and a large central fireplace offer a cozy atmoshpere.
A soothing aura fills the area.
Obvious exits: -South
An Orc (medium) sits resting. (Non-Fraggable)(Red Aura)
Rjinal, the alchemist wanders here.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.
A commoner stands here having a good time.

< 1007h/1007H 208v/215V Pos: standing >
You snap into visibility.
You score a CRITICAL HIT!!!!!
[Damage: 37 ] Your powerful bludgeon strikes an Orc.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP: few scratches >
 Your improved dexterity grants you an additional attack!
[Damage: 18 ] Your impressive bludgeon strikes an Orc.
You miss an Orc.
[Damage: 18 ] Your bludgeon strikes an Orc.
[Damage: 17 ] Your impressive bludgeon strikes an Orc.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  small wounds >
 You block an Orc's lunge at you.
You snap into visibility.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  small wounds >
 An Orc clambers to his feet.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sta EP:  small wounds >
 You snap into visibility.
[Damage:  7 ] Your bash knocks an Orc to the ground!

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  small wounds >
 Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 17 ] Your impressive bludgeon strikes an Orc.
[Damage: 15 ] Your impressive bludgeon strikes an Orc.
[Damage: 18 ] Your impressive bludgeon strikes an Orc.
[Damage: 19 ] Your impressive bludgeon strikes an Orc.
Your mace of light and darkness flares with pure light, unleashing the virtue of the gods at an Orc!
[Damage: 120 ] The power of your God rains down pain and suffering upon an Orc!

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  nasty wounds >
 You dodge an Orc's vicious attack.
You snap into visibility.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 18 ] Your impressive bludgeon strikes an Orc hard.
You score a CRITICAL HIT!!!!!
[Damage: 27 ] Your impressive bludgeon seriously wounds an Orc.
[Damage: 15 ] Your bludgeon strikes an Orc hard.
[Damage: 17 ] Your impressive bludgeon strikes an Orc very hard.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
 A faint hum can be heard from the mace of light and darkness you are carrying.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
 You dodge an Orc's vicious attack.
You snap into visibility.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
 You haven't reoriented yourself yet enough for another bash!
Looking panicked, an Orc scrambles madly to his feet!

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sta EP: pretty hurt >
 You haven't reoriented yourself yet enough for another bash!

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sta EP: pretty hurt >
 You snap into visibility.
[Damage: 12 ] Your fine bludgeon strikes an Orc very hard.
[Damage: 11 ] Your fine bludgeon strikes an Orc very hard.
[Damage: 15 ] Your impressive bludgeon seriously wounds an Orc.

< 1007h/1007H 211v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sta EP:  awful >
 You haven't reoriented yourself yet enough for another bash!
An Orc attempts to flee.
An Orc leaves south.

< 1007h/1007H 211v/215V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
An Orc (medium) stands in mid-air here. (Non-Fraggable)(Red Aura)

< 1007h/1007H 210v/215V Pos: standing >
You snap into visibility.
[Damage:  7 ] Your bash knocks an Orc to the ground!

< 1007h/1007H 210v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  awful >
 You deflect an Orc's blow and strike back at him!
You snap into visibility.
[Damage: 17 ] Your impressive bludgeon enshrouds an Orc in a mist of blood.

< 1007h/1007H 210v/215V Pos: standing >
< T: Shurakai TP: sta TC:excellent E: An Orc sit EP:  awful >
 Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
You snap into visibility.
[Damage: 37 ] Your powerful bludgeon critically injures an Orc.
An Orc is incapacitated and will slowly die, if not aided.
[Damage:  8 ] Your fine bludgeon hits an Orc.
An Orc's human-made leather heater shield was completely destroyed by the massive blow!
An Orc's hard leather cloak was completely destroyed by the massive blow!
An Orc's thin leather belt was completely destroyed by the massive blow!
An Orc is dead! R.I.P.
You receive your share of experience.