<worn on head> the diamond crown of Winduin of dexterity (glowing)
<worn on eyes> a dark-green eyepiece [poor] (glowing)
<worn on face> a stony granite face (glowing)
<worn around neck> a necklace of shimmering stars [superior]
<worn on body> a suit of shiny black spiked armor [superior]
<worn about body> the masters cloak (glowing) [83%]
<worn as quiver> a silken backsheath of flight of precision
<worn about waist> a mystical blue sash [poor] (glowing)
<worn on arms> a set of jagged blood crystal arm plates
<worn around wrist> a polished silver bracelet [superior] [81%]
<worn on hands> some razor-knuckled blood crystal gloves
<worn on finger> a jagged nightstone ring [superior] (glowing)
<worn on finger> an obsidian circle of endurance
<primary weapon> the dark rod named 'Punisher' [poor] (glowing)
<secondary weapon> a splintbone dagger
<worn on legs> some heavily-spiked blood crystal leg plates
<worn on feet> some spurred blood crystal boots
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
< 389h/389H 132v/202V Pos: standing >
Trip who?
< 389h/389H 132v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 389h/389H 133v/202V Pos: standing >
You quickly scan the area.
A Thri-Kreen who is close by to your east.
A human bandit who is close by to your east.
An auction guard who is close by to your east.
A mercenary guard who is close by to your south.
A mercenary guard who is close by to your south.
A mercenary sorcerer who is close by to your south.
A cheltite toddler who is a brief walk away to your south.
< 389h/389H 134v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: Along the Wall of a Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: Along the Wall of a Bandit Camp
</map>
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
A Thri-Kreen (medium) stands here, fighting an auction guard.(Gold Aura)
A bandit walks around here waiting for action to happen.(Red Aura)
An auction guard stands here, fighting a Thri-Kreen.(Red Aura)
< 389h/389H 135v/202V Pos: standing >
You manage, with complete incompetence, to throw yourself head-first into the ground!
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: nasty wounds E: A Thri-Kreen sta EP: few wounds >
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: nasty wounds E: A Thri-Kreen sta EP: few wounds >
A Thri-Kreen parries an auction guard's lunge at him.
A Thri-Kreen parries an auction guard's lunge at him.
A Thri-Kreen avoids being bashed by an auction guard, who loses his balance and falls.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC: nasty wounds E: A Thri-Kreen sta EP: few wounds >
A Thri-Kreen's fine slash strikes an auction guard very hard.
A Thri-Kreen's fine slash seriously wounds an auction guard.
A Thri-Kreen's slash seriously wounds an auction guard.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC:pretty hurt E: A Thri-Kreen sta EP: few wounds >
Your improved dexterity grants you an additional attack!
A Thri-Kreen blocks your futile lunge at him.
A Thri-Kreen dodges your futile attack.
A Thri-Kreen parries your futile lunge at him.
You miss a Thri-Kreen.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC:pretty hurt E: A Thri-Kreen sta EP: few wounds >
A Thri-Kreen looks at you.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC:pretty hurt E: A Thri-Kreen sta EP: few wounds >
A human bandit suddenly attacks YOU!
A human bandit misses you.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC:pretty hurt E: A Thri-Kreen sta EP: few wounds >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.
You miss a Thri-Kreen.
You miss a Thri-Kreen.
A Thri-Kreen blocks your futile lunge at him.
A Thri-Kreen parries an auction guard's lunge at him.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC:pretty hurt E: A Thri-Kreen sta EP: few wounds >
A Thri-Kreen's slash seriously wounds an auction guard.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC: awful E: A Thri-Kreen sta EP: few wounds >
You clamber to your feet.
< 386h/389H 135v/202V Pos: standing >
< T: auction TP: kne TC: awful E: A Thri-Kreen sta EP: few wounds >
You do a fancy maneuver, tripping a Thri-Kreen.
Unfortunately, a Thri-Kreen proves to be quite agile himself, and you go down as well.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC: awful E: A Thri-Kreen sit EP: few wounds >
[Damage: 15 ] Your pierce strikes a Thri-Kreen very hard.
[Damage: 13 ] Your impressive pierce strikes a Thri-Kreen very hard.
You miss a Thri-Kreen.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC: awful E: A Thri-Kreen sit EP: nasty wounds >
A human bandit misses you.
A human bandit's kick parts your hair but does little else.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: kne TC: awful E: A Thri-Kreen sit EP: nasty wounds >
A Thri-Kreen blocks an auction guard's lunge at him.
An auction guard rises to his feet.
A Thri-Kreen easily dodges an auction guard's feeble leg sweep.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sit EP: nasty wounds >
An auction guard dodges a Thri-Kreen's attack.
An auction guard dodges a Thri-Kreen's attack.
A Thri-Kreen's fine slash enshrouds an auction guard in a mist of blood.
An auction guard is stunned!
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sit EP: nasty wounds >
Your improved dexterity grants you an additional attack!
A Thri-Kreen blocks your futile lunge at him.
[Damage: 14 ] Your pierce strikes a Thri-Kreen very hard.
You miss a Thri-Kreen.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sit EP: nasty wounds >
A human bandit misses you.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sit EP: nasty wounds >
A Thri-Kreen clambers to his feet.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen parries an auction guard's lunge at him.
A Thri-Kreen dodges an auction guard's attack.
< 386h/389H 135v/202V Pos: sitting >
< T: auction TP: sta TC: awful E: A Thri-Kreen sta EP: nasty wounds >
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves west.
< 386h/389H 135v/202V Pos: sitting >
You clamber to your feet.
< 386h/389H 135v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: Inside the Entrance to a Bandit Camp
</map>
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
< 386h/389H 134v/202V Pos: standing >
Backstab who?
< 386h/389H 134v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 386h/389H 135v/202V Pos: standing >
You quickly scan the area.
A human bandit who is close by to your east.
An auction guard who is close by to your east.
A human bandit who is rather far off to your east.
A mercenary guard who is close by to your south.
A mercenary guard who is close by to your south.
A mercenary sorcerer who is close by to your south.
A cheltite toddler who is a brief walk away to your south.
A Thri-Kreen who is rather far off to your south.
< 386h/389H 135v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 386h/389H 136v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
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
A Thri-Kreen (medium) stands here.(Gold Aura)
< 386h/389H 135v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: Outside a Huge Camp
</map>
<map>
Zone: Bandit Camp.
Room: Outside a Huge Camp
</map>
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
Darting around mischeviously, a young toddler plays here.(Gold Aura)
< 386h/389H 133v/202V Pos: standing >
< 386h/389H 134v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
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
< 387h/389H 132v/202V Pos: standing >
< 387h/389H 133v/202V Pos: standing >
Backstab who?
< 387h/389H 133v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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 Thri-Kreen (medium) stands here.(Gold Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 387h/389H 132v/202V Pos: standing >
< 387h/389H 132v/202V Pos: standing >
A Thri-Kreen suddenly attacks YOU!
A Thri-Kreen misses you.
Sorry, you aren't allowed to do that in combat.
< 387h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sta EP: nasty wounds >
You do a fancy maneuver, tripping a Thri-Kreen.
< 387h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: nasty wounds >
A mercenary sorcerer stares off into the distance, a pensive look
on his face.
< 387h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: nasty wounds >
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
< 387h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: nasty wounds >
The mercenary guard looks at you and says 'Ey! Wud ar' yoo lookin'
at!'
The mercenary guard hiccups loudly. *HIC*
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
A mercenary sorcerer suddenly attacks YOU!
A mercenary sorcerer's impressive punch strikes you.
Your improved dexterity grants you an additional attack!
A Thri-Kreen blocks your futile lunge at him.
You miss a Thri-Kreen.
A Thri-Kreen blocks your futile lunge at him.
You miss a Thri-Kreen.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: nasty wounds >
A Thri-Kreen misses you.
You dodge a Thri-Kreen's vicious attack.
You parry a Thri-Kreen's lunge at you.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: nasty wounds >
Your improved dexterity grants you an additional attack!
[Damage: 12 ] Your impressive pierce strikes a Thri-Kreen very hard.
A Thri-Kreen blocks your futile lunge at him.
[Damage: 15 ] Your pierce seriously wounds a Thri-Kreen.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: pretty hurt >
A mercenary guard misses you.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: pretty hurt >
A mercenary sorcerer misses you.
A mercenary sorcerer starts casting an offensive spell.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: pretty hurt >
A mercenary guard misses you.
You dodge a mercenary guard's vicious attack.
A mercenary guard's kick parts your hair but does little else.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sit EP: pretty hurt >
A Thri-Kreen clambers to his feet.
< 369h/389H 133v/202V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves east.
< 369h/389H 133v/202V Pos: standing >
A mercenary sorcerer completes his spell...
A mercenary sorcerer utters the word 'yufzbarr'
You are enveloped in flames from a fireball sent by a mercenary sorcerer. OUCH!
OUCH! That really did HURT!
A Thri-Kreen enters from the east.
Sorry, you aren't allowed to do that in combat.
< 315h/389H 134v/202V Pos: standing >
< T: Rex TP: sta TC: small wounds E: man sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 315h/389H 134v/202V Pos: standing >
< T: Rex TP: sta TC: small wounds E: man sta EP: excellent >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 11 ] Your impressive pierce strikes a mercenary sorcerer.
You shiver from the unnatural cold as you hit a mercenary sorcerer.
[Damage: 11 ] Your impressive pierce strikes a mercenary sorcerer hard.
You shiver from the unnatural cold as you hit a mercenary sorcerer.
[Damage: 11 ] Your pierce strikes a mercenary sorcerer hard.
You shiver from the unnatural cold as you hit a mercenary sorcerer.
A mercenary sorcerer dodges your futile attack.
[Damage: 12 ] Your pierce strikes a mercenary sorcerer hard.
You shiver from the unnatural cold as you hit a mercenary sorcerer.
< 287h/389H 134v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: man sta EP: few wounds >
You attempt to flee...
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
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
Darting around mischeviously, a young toddler plays here.(Gold Aura)
You flee southward!
< 287h/389H 126v/202V Pos: standing >
< 287h/389H 126v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: Outside a Huge Camp
</map>
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
< 287h/389H 126v/202V Pos: standing >
Backstab who?
< 287h/389H 126v/202V Pos: standing >
**^**
.*@**
..***
A Light and Spacious Forest
Obvious exits: -North -East -South -West
< 287h/389H 125v/202V Pos: standing >
< 287h/389H 126v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 287h/389H 126v/202V Pos: standing >
You quickly scan the area.
A cheltite toddler who is not far off to your north.
A Thri-Kreen who is a brief walk away to your north.
A mercenary guard who is a brief walk away to your north.
A mercenary guard who is a brief walk away to your north.
A mercenary sorcerer who is a brief walk away to your north.
A human bandit who is rather far off to your south.
< 287h/389H 126v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: Outside a Huge Camp
</map>
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
< 287h/389H 126v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
<map>
Zone: Bandit Camp.
Room: A Path Near the Camp's Main Entrance
</map>
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
Darting around mischeviously, a young toddler plays here.(Gold Aura)
< 287h/389H 124v/202V Pos: standing >
Backstab who?
< 288h/389H 125v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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
Puddles of fresh blood cover the ground.
A small brown tinged bottle lies here.
A Thri-Kreen (medium) stands here.(Gold Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 288h/389H 124v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 288h/389H 124v/202V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 15 ] A Thri-Kreen makes a strange sound as you place the dark rod named 'Punisher' [poor] in his back.
A mercenary sorcerer suddenly attacks YOU!
A mercenary sorcerer misses you.
< 288h/389H 125v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
You dodge a Thri-Kreen's vicious attack.
A Thri-Kreen misses you.
You dodge a Thri-Kreen's vicious attack.
You parry a Thri-Kreen's lunge at you.
< 288h/389H 125v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
You manage, with complete incompetence, to throw yourself head-first into the ground!
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
Your improved dexterity grants you an additional attack!
A Thri-Kreen parries your futile lunge at him.
You miss a Thri-Kreen.
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
A mercenary guard says 'Today is a good day to die!'
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
A mercenary sorcerer misses you.
A mercenary sorcerer starts casting an offensive spell.
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: A Thri-Kreen sta EP: pretty hurt >
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves north.
< 285h/389H 125v/202V Pos: sitting >
< 285h/389H 125v/202V Pos: sitting >
A Thri-Kreen enters from the north.
< 285h/389H 125v/202V Pos: sitting >
A mercenary guard misses you.
A mercenary guard misses you.
A mercenary guard's kick parts your hair but does little else.
< 285h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: mercenary sta EP: excellent >
A mercenary guard's fine punch strikes you.
A mercenary guard's kick parts your hair but does little else.
< 274h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: mercenary sta EP: excellent >
Your improved dexterity grants you an additional attack!
A mercenary guard dodges your futile attack.
[Damage: 11 ] Your impressive pierce strikes a mercenary guard.
You miss a mercenary guard.
< 274h/389H 125v/202V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: mercenary sta EP: few scratches >
You clamber to your feet.
< 274h/389H 125v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: mercenary sta EP: few scratches >
A mercenary sorcerer completes his spell...
A mercenary sorcerer utters the words 'eugszr waouq'
A mercenary sorcerer tries to dispel your magic!
You attempt to flee...
<map>
Zone: Bandit Camp.
Room: East of the Main Gate
</map>
East 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.
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 west. Eastwards leads away
from the camp itself.
Obvious exits: -South -West
Fresh blood splatters cover the area.
You flee eastward!
< 274h/389H 118v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 274h/389H 118v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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 few drops of fresh blood are scattered around the area.
A small brown tinged bottle lies here.
A Thri-Kreen (medium) stands here.(Gold Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 274h/389H 118v/202V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 15 ] A Thri-Kreen makes a strange sound as you place the dark rod named 'Punisher' [poor] in his back.
< 274h/389H 118v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
A Thri-Kreen misses you.
You dodge a Thri-Kreen's vicious attack.
You dodge a Thri-Kreen's vicious attack.
< 274h/389H 119v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
You attempt to flee...
<map>
Zone: Bandit Camp.
Room: East of the Main Gate
</map>
East 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.
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 west. Eastwards leads away
from the camp itself.
Obvious exits: -South -West
Fresh blood splatters cover the area.
You flee eastward!
< 274h/389H 113v/202V Pos: standing >
< 274h/389H 113v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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 few drops of fresh blood are scattered around the area.
A small brown tinged bottle lies here.
A Thri-Kreen (medium) stands here.(Gold Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 274h/389H 112v/202V Pos: standing >
You miss a Thri-Kreen.
< 274h/389H 112v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
A mercenary sorcerer suddenly attacks YOU!
A mercenary sorcerer misses you.
Your improved dexterity grants you an additional attack!
[Damage: 10 ] Your impressive pierce enshrouds a Thri-Kreen in a mist of blood.
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen blocks your futile lunge at him.
< 274h/389H 113v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
< 274h/389H 113v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
< 274h/389H 113v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
You attempt to flee...
<map>
Zone: Bandit Camp.
Room: West of the Main Gate
</map>
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
You flee westward!
< 274h/389H 100v/202V Pos: standing >
< 274h/389H 100v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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
Puddles of fresh blood cover the ground.
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 274h/389H 99v/202V Pos: standing >
Backstab who?
A mercenary sorcerer suddenly attacks YOU!
A mercenary sorcerer misses you.
< 274h/389H 99v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: man sta EP: few wounds >
You attempt to flee...
<map>
Zone: Bandit Camp.
Room: West of the Main Gate
</map>
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
You flee westward!
< 274h/389H 91v/202V Pos: standing >
< 274h/389H 91v/202V Pos: standing >
You quickly scan the area.
A mercenary guard who is close by to your east.
A mercenary guard who is close by to your east.
A mercenary sorcerer who is close by to your east.
A human slave who is not far off to your west.
A paladin warrior who is not far off to your west.
< 274h/389H 91v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 274h/389H 91v/202V Pos: standing >
You quickly scan the area.
A mercenary guard who is close by to your east.
A mercenary guard who is close by to your east.
A mercenary sorcerer who is close by to your east.
A human slave who is not far off to your west.
A paladin warrior who is not far off to your west.
< 274h/389H 91v/202V Pos: standing >
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
<map>
Zone: Bandit Camp.
Room: The Main Entrance to the Bandit Camp
</map>
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
Puddles of fresh blood cover the ground.
A small brown tinged bottle lies here.
A Thri-Kreen (medium) stands here.(Gold Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A drunk mercenary guard stands here looking sick from ale.(Red Aura)
A man dressed in strange robes stands here silently scanning the horizon for enemies.(Red Aura)
< 274h/389H 90v/202V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 274h/389H 90v/202V Pos: standing >
You quickly scan the area.
A cheltite toddler who is close by to your south.
A human slave who is a brief walk away to your west.
A paladin warrior who is a brief walk away to your west.
< 274h/389H 90v/202V Pos: standing >
You miss a Thri-Kreen.
< 274h/389H 91v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
A mercenary sorcerer suddenly attacks YOU!
A mercenary sorcerer misses you.
< 274h/389H 91v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sta EP: awful >
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
A mercenary guard suddenly attacks YOU!
A mercenary guard misses you.
You parry a Thri-Kreen's lunge at you.
You parry a Thri-Kreen's lunge at you.
You dodge a Thri-Kreen's vicious attack.
A Thri-Kreen misses you.
A Thri-Kreen misses you.
You do a fancy maneuver, tripping a Thri-Kreen.
< 274h/389H 91v/202V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Thri-Kreen sit EP: awful >
You miss a Thri-Kreen.
You score a CRITICAL HIT!!!!!
[Damage: 22 ] Your powerful pierce hits a Thri-Kreen.
A Thri-Kreen's legendary hemp torque was completely destroyed by the massive blow!
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.