The death of [21 Warrior] Stagmo (Thri-Kreen)

in The Main Entrance to the Bandit Camp

from the perspective of [21 Warrior] Stagmo (Thri-Kreen)

<worn on head>       a bronze skull cap
<worn on eyes>       an icy bronze visor
<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some dwarven-made bamboo mitts
<worn on lower hands>some pitted clay gauntlets
<primary weapon>     a crystalline chatkcha (glowing)
<secondary weapon>   a crystalline chatkcha (glowing)
<third weapon>       a crystalline chatkcha (glowing)
<worn on legs>       a pair of studded leather leggings

   This platform is wide enough to fit about seven people and rises about
seven meters from the camp floor. It appears to have been made by an
intelligent strategist and has plenty of room for bandits to duck from
arrows and throw projectiles down on enemies on the other side of the wall.
The catwalk itself is made from wood with metal reinforcements which make
for a very stable platform. It continues east and west for several meters
and is not very long.
Obvious exits: -West 
A metallic gong hangs here ready to be hit
A tough looking guard is here scanning the horizon.

< 107h/229H 104v/163V Pos: standing >
On a Narrow Catwalk
   This catwalk is extremely narrow and rises about seven meters from the
camp floor. It appears to have been made by an intelligent strategist and
has plenty of room for bandits to duck from arrows and throw projectiles
down on enemies on the other side of the wall. The catwalk itself is made
from wood with metal reinforcements which make for a very stable platform.
It continues east and west for several meters and is not very long. Down
is a ladder which leads back to the road along the wall of the camp.
This area seems to be exceptionally narrow!
Obvious exits: -East  -Down 

< 108h/229H 105v/163V Pos: standing >
You sit down and relax.

< 108h/229H 108v/163V Pos: sitting >
Riiight, you'd get run over by a cart, or knifed in your sleep!  Go to an Inn!

< 109h/229H 112v/163V Pos: sitting >
Hint: Tired of typing kill 'mob' while the NPC is lying there bleeding to death? Try the toggle vicious command.

< 109h/229H 113v/163V Pos: sitting >

< 109h/229H 119v/163V Pos: sitting >

		Score information for Stagmo

Level: 21   Race: Thri-Kreen   Class: Warrior Sex: Male
Hit points: 112(229)  Moves: 146(163)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 80%
Status:  Sitting around, resting.
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Aware
Combat Pulse:   19 Spell Pulse:  1.10 
Leaderboard Points:  210 

Active Spells:
--------------
well-rested bonus (33 minutes)


< 112h/229H 146v/163V Pos: sitting >
You are close to the half-way point in the journey towards your next level.

< 112h/229H 149v/163V Pos: sitting >
You have ranked up to Commoner.

< 112h/229H 150v/163V Pos: sitting >
Pardon?

< 112h/229H 154v/163V Pos: sitting >
It is 4am, on the Day of BloodLust
The 11th Day of the Month of The Burning Sun, Year 1868.
Time elapsed since boot-up: 34:21:33
Current time is: Sun Feb  2 03:29:09 2020 (GMT)
                 Sat Feb  1 23:29:09 2020 (EDT)

< 113h/229H 163v/163V Pos: sitting >
You clamber to your feet.

< 115h/229H 163v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not 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. A ladder is here which leads to the catwalk above
which is about seven metres off the ground.
Obvious exits: -North -East  -Up   

< 115h/229H 162v/163V Pos: standing >
Riiight, you'd get run over by a cart, or knifed in your sleep!  Go to an Inn!

< 116h/229H 162v/163V Pos: standing >
You quickly scan the area.
A vicious giant rat who is close by to your north.
A vicious giant rat who is rather far off to your east.
A human bandit who is in the distance to your east.

< 116h/229H 162v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not 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. It can be seen that the western path bends abruptly
to the north.
Obvious exits: -East  -West 

< 116h/229H 161v/163V Pos: standing >
You quickly scan the area.
A vicious giant rat who is a brief walk away to your east.
A human bandit who is rather far off to your east.

< 116h/229H 162v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not 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.
Obvious exits: -East  -West 

< 117h/229H 161v/163V Pos: standing >
You quickly scan the area.
A human bandit who is a brief walk away to your east.

< 117h/229H 163v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not 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.
Obvious exits: -East  -West 

< 117h/229H 162v/163V Pos: standing >
Pardon?

< 117h/229H 162v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not 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.
Obvious exits: -East  -West 
A vicious giant rat is here sniffing the air and looking around for food.

< 117h/229H 161v/163V Pos: standing >
A vicious giant rat suddenly attacks YOU!
A vicious giant rat misses you.

< 118h/229H 161v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: rat sta EP: excellent >
 Pardon?

< 118h/229H 161v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: rat sta EP: excellent >
 You block a vicious giant rat's lunge at you.

< 118h/229H 161v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: rat sta EP: excellent >
 Your improved dexterity grants you an additional attack!
[Damage:  5 ] -=[Your fine slash enshrouds a vicious giant rat in a mist of blood.]=-
A vicious giant rat dodges your futile attack.

< 118h/229H 161v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: rat sta EP: pretty hurt >
 You dodge a vicious giant rat's vicious attack.

< 118h/229H 161v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: rat sta EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
[Damage:  4 ] -=[Your slash enshrouds a vicious giant rat in a mist of blood.]=-
A vicious giant rat is incapacitated and will slowly die, if not aided.
[Damage:  5 ] -=[Your fine slash critically injures a vicious giant rat.]=-
A vicious giant rat is mortally wounded, and will die soon, if not aided.

< 118h/229H 161v/163V Pos: standing >
<The first rays of sunlight signal that day is approaching.

< 118h/229H 161v/163V Pos: standing >
<Your improved dexterity grants you an additional attack!
[Damage:  3 ] -=[Your decent slash hits a vicious giant rat.]=-
A vicious giant rat is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a vicious giant rat's gurgling and choking signals its demise.

< 118h/229H 161v/163V Pos: standing >
The corpse of a vicious giant rat appears to be empty.

< 118h/229H 161v/163V Pos: standing >
You don't have anything to put in it.

< 118h/229H 161v/163V Pos: standing >
Inside the Entrance to a Bandit Camp
    This area is right inside the gate to the bandit camp. Numerous tents
can be seen inside and smoke from a huge bonfire can be seen towards the
center of the camp. This place appears well traveled as wagon wheel
tracks, hoof prints, and human foot prints can be seen all over the
place. The ground is very firm which makes it an excellent place for
travelling. Directly above is a catwalk with slits at the bottom which
enable the guards to throw stuff at people below. Southwards leads to
a massive gate which leads out of the camp back into the plains. Because
of all the wood used to build this fort an out of control fire would
definitely destroy the entire camp.
Obvious exits: -East  -South -West 
A bandit walks around here waiting for action to happen.

< 118h/229H 161v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are numerous
footprints on the ground which gives the idea that this place is frequently
traveled. Numerous tents can be seen towards the center of the camp and
loud noises can be heard from an open area in the center. Northwards leads
to a path that goes into the center of the bandit camp. To the northwest
a small closed off pen can be seen used for storing live cattle.
Obvious exits: -North -East  -West 

< 118h/229H 161v/163V Pos: standing >
An auction guard enters from the north.

< 118h/229H 162v/163V Pos: standing >
An auction guard suddenly attacks YOU!
An auction guard misses you.
Sorry, you aren't allowed to do that in combat.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 A Goblin misses you.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 A human bandit enters from the west.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 A human bandit suddenly attacks a Goblin!
A human bandit misses a Goblin.
You parry a Goblin's lunge at you.
You dodge a Goblin's vicious attack.
You dodge a Goblin's vicious attack.

< 118h/229H 162v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 You parry an auction guard's lunge at you.
You block an auction guard's feeble kick with your arm.
You attempt to flee...
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 
You flee westward!

< 118h/229H 131v/163V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are numerous
footprints on the ground which gives the idea that this place is frequently
traveled. Numerous tents can be seen towards the center of the camp and
loud noises can be heard from an open area in the center. Northwards leads
to a path that goes into the center of the bandit camp. To the northwest
a small closed off pen can be seen used for storing live cattle.
Obvious exits: -North -East  -West 
A human bandit stands here, fighting a Goblin.
A Goblin (small) Syndicalist Anarchy stands in mid-air here (Newbie).
A powerful looking guard stands here watching the auction.

< 118h/229H 131v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 118h/229H 131v/163V Pos: standing >
An auction guard suddenly attacks YOU!
An auction guard misses you.
Sorry, you aren't allowed to do that in combat.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 A Goblin, in a show of awesome skill, manages to trip up himself!

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction sta EP:  nasty wounds >
 You feel your skill in riposte improving.
You parry an auction guard's lunge at you.
You parry an auction guard's lunge at you.
You dodge a bash from an auction guard, who loses his balance and falls.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  5 ] -=[Your fine slash strikes an auction guard very hard.]=-
[Damage:  5 ] -=[Your fine slash seriously wounds an auction guard.]=-
[Damage:  4 ] -=[Your slash seriously wounds an auction guard.]=-

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 You block a Goblin's lunge at you.
You dodge a Goblin's vicious attack.
You parry a Goblin's lunge at you.
A Goblin misses you.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 You see nothing special about him.
This Goblin has a few scratches.
He's small in size.
He is in the front rank.
He has little gills in his neck!

<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

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 A human bandit suddenly attacks a Goblin!
A human bandit misses a Goblin.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 You parry a Goblin's lunge at you.
You parry a Goblin's lunge at you.
A Goblin misses you.
A Goblin misses you.
You block a Goblin's lunge at you.
You parry an auction guard's lunge at you.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP: pretty hurt >
 [Damage:  4 ] -=[Your slash seriously wounds an auction guard.]=-

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP:  awful >
 A Goblin clambers to his feet.

< 118h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: few wounds E: auction kne EP:  awful >
 A Goblin dances an acrobatic maneuver in battle, tripping you.
However, you take a Goblin down with you!

< 118h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: few wounds E: auction kne EP:  awful >
 -=[A Goblin's pierce strikes you very hard.]=-
-=[A Goblin's impressive pierce strikes you very hard.]=-
A Goblin misses you.

< 90h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction kne EP:  awful >
 A human bandit misses a Goblin.
A human bandit misses a kick at a Goblin due to his small size.

< 90h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction kne EP:  awful >
 You block an auction guard's lunge at you.
An auction guard rises to his feet.
You dodge an auction guard's feeble leg sweep.

< 90h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction sta EP:  awful >
 Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 90h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction sta EP:  awful >
 An auction guard dodges your futile attack.
An auction guard dodges your futile attack.
[Damage:  5 ] -=[Your fine slash enshrouds an auction guard in a mist of blood.]=-
An auction guard is stunned!

< 90h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction sta EP:  awful >
 You block a Goblin's lunge at you.
-=[A Goblin's pierce strikes you very hard.]=-
A Goblin misses you.

< 76h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction sta EP:  awful >
 A human bandit misses a Goblin.

< 76h/229H 132v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: auction sta EP:  awful >
 You clamber to your feet.

< 76h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: nasty wounds E: auction sta EP:  awful >
 You parry an auction guard's lunge at you.
You dodge an auction guard's vicious attack.

< 76h/229H 132v/163V Pos: standing >
< T: Stagmo TP: sta TC: nasty wounds E: auction sta EP:  awful >
 You attempt to flee...
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 
You flee westward!

< 76h/229H 107v/163V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East  -South -West 
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.

< 76h/229H 107v/163V Pos: standing >
A Path Near the Camp's Main Entrance
    This dusty trail leads closer to a large gate that leads into the camp.
The noise of the many people inside can be heard here which makes it sound
like it's extremely crowded inside. Although the many tents give the
appearance that this camp is temporary, the massive wall built around the
camp gives a clue that this place is a permanent settlement. Guard towers
built with strategically placed arrow slits and defenses are noticeable in
the distance which gives the idea that this is a camp for warlike nomads
or bandits.
Obvious exits: -North -East  -South -West 

< 76h/229H 106v/163V Pos: standing >
Outside a Huge Camp
    While the surrounding landscape is rather plain, to the north lies a huge
camp. Roofs of tents and wooden structures can be seen rising above the
tall wooden wall that surrounds that camp. The sound of yelling
can be heard within the camp, punctuated by the occasional scream of pain.
This camp could be a gypsy camp although there is an equally
high chance that it is a home to bandits and slave traders. Smoke
can be seen rising from the center of the camp, presumably from a
massive bonfire burning within.
Obvious exits: -North -South
Darting around mischeviously, a young toddler plays here.

< 76h/229H 105v/163V Pos: standing >
 
 **^**  
 .*@**  
 ..***  
A Light and Spacious Forest
Obvious exits: -North -East  -South -West 

< 76h/229H 103v/163V Pos: standing >
Outside a Huge Camp
    While the surrounding landscape is rather plain, to the north lies a huge
camp. Roofs of tents and wooden structures can be seen rising above the
tall wooden wall that surrounds that camp. The sound of yelling
can be heard within the camp, punctuated by the occasional scream of pain.
This camp could be a gypsy camp although there is an equally
high chance that it is a home to bandits and slave traders. Smoke
can be seen rising from the center of the camp, presumably from a
massive bonfire burning within.
Obvious exits: -North -South
Darting around mischeviously, a young toddler plays here.

< 76h/229H 102v/163V Pos: standing >
A Path Near the Camp's Main Entrance
    This dusty trail leads closer to a large gate that leads into the camp.
The noise of the many people inside can be heard here which makes it sound
like it's extremely crowded inside. Although the many tents give the
appearance that this camp is temporary, the massive wall built around the
camp gives a clue that this place is a permanent settlement. Guard towers
built with strategically placed arrow slits and defenses are noticeable in
the distance which gives the idea that this is a camp for warlike nomads
or bandits.
Obvious exits: -North -East  -South -West 

< 76h/229H 101v/163V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East  -South -West 
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.

< 77h/229H 101v/163V Pos: standing >
You miss a Goblin.

< 77h/229H 103v/163V Pos: standing >
< T: Stagmo TP: sta TC: nasty wounds E: A Goblin sta EP: few scratches >
 A Goblin dances an acrobatic maneuver in battle, tripping you.

< 77h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
 A mercenary sorcerer stares off into the distance, a pensive look
on his face.


< 77h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
 A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.

< 77h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
 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 a Goblin!
A mercenary guard misses a Goblin.
A mercenary sorcerer suddenly attacks a Goblin!
A mercenary sorcerer's impressive punch strikes a Goblin.
You block a Goblin's lunge at you.
A Goblin misses you.
You block a Goblin's lunge at you.
You feel your skill in shield block improving.
A Goblin misses you.

< 77h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
 You miss a Goblin.
A Goblin dodges your futile attack.
A Goblin parries your futile lunge at him.

< 77h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
 -=[A Goblin's impressive pierce strikes you very hard.]=-
You block a Goblin's lunge at you.
-=[A Goblin's pierce seriously wounds you.]=-

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 A mercenary guard misses a Goblin.
Maybe you should get on your feet first?

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 A mercenary sorcerer misses a Goblin.
A mercenary sorcerer starts casting a spell.
Maybe you should get on your feet first?

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 Maybe you should get on your feet first?

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 Maybe you should get on your feet first?

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 A mercenary guard misses a Goblin.
A Goblin dodges a mercenary guard's attack.
A mercenary guard misses a kick at a Goblin due to his small size.
Maybe you should get on your feet first?

< 50h/229H 103v/163V Pos: sitting >
< T: Stagmo TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
 You clamber to your feet.

< 50h/229H 103v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sta EP: few scratches >
 You attempt to flee...
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 
You flee eastward!

< 50h/229H 73v/163V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.
A small brown tinged bottle lies here.
A Goblin (small) Syndicalist Anarchy stands in mid-air here (Newbie), fighting a mercenary sorcerer.
A mercenary guard stands, floating here, fighting a Goblin.
A mercenary guard stands, floating here, fighting a Goblin.
A mercenary sorcerer stands, floating here, fighting a Goblin.

< 50h/229H 73v/163V Pos: standing >
A Goblin's impressive pierce strikes a mercenary sorcerer.
A Goblin shivers as he hits a mercenary sorcerer.
A Goblin's impressive pierce strikes a mercenary sorcerer hard.
A Goblin shivers as he hits a mercenary sorcerer.
A Goblin's pierce strikes a mercenary sorcerer hard.
A Goblin shivers as he hits a mercenary sorcerer.
A mercenary sorcerer dodges a Goblin's attack.
A Goblin's pierce strikes a mercenary sorcerer hard.
A Goblin shivers as he hits a mercenary sorcerer.

< 50h/229H 74v/163V Pos: standing >
A Goblin attempts to flee.
A Goblin leaves south.

< 50h/229H 74v/163V Pos: standing >
A mercenary sorcerer stares off into the distance, a pensive look
on his face.


< 50h/229H 75v/163V Pos: standing >
Bash who?

< 50h/229H 76v/163V Pos: standing >
Bash who?

< 50h/229H 76v/163V Pos: standing >

< 50h/229H 77v/163V Pos: standing >
Bash who?

< 50h/229H 77v/163V Pos: standing >
Bash who?

< 50h/229H 77v/163V Pos: standing >
Bash who?

< 50h/229H 78v/163V 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.
-=[Out of nowhere, a Goblin stabs you in the back.]=-
A mercenary sorcerer suddenly attacks a Goblin!
A mercenary sorcerer misses a Goblin.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A Goblin dodges your futile attack.
You miss a Goblin.
A Goblin dodges your futile attack.
A Goblin parries your futile lunge at him.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sta EP:  few wounds >
 A Goblin, in a show of awesome skill, manages to trip up himself!

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 You parry a Goblin's lunge at you.
A Goblin misses you.
You parry a Goblin's lunge at you.
You parry a Goblin's lunge at you.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 A mercenary guard says 'Today is a good day to die!'
A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 A mercenary sorcerer misses a Goblin.
A mercenary sorcerer starts casting an offensive spell.

< 36h/229H 82v/163V Pos: standing >
< T: Stagmo TP: sta TC:pretty hurt E: A Goblin sit EP:  few wounds >
 You attempt to flee...
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 
You flee northward!

< 36h/229H 54v/163V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
A small brown tinged bottle lies here.
A Goblin (small) Syndicalist Anarchy sits in mid-air here (Newbie).
A mercenary guard stands, floating here, fighting a Goblin.
A mercenary guard stands, floating here, fighting a Goblin.
A mercenary sorcerer stands, floating here, fighting a Goblin. (Casting) 

< 36h/229H 54v/163V Pos: standing >
A mercenary guard misses a Goblin.
A mercenary guard misses a Goblin.
A mercenary guard misses a kick at a Goblin due to his small size.

< 36h/229H 55v/163V Pos: standing >
A mercenary guard's fine punch strikes a Goblin.
A mercenary guard misses a kick at a Goblin due to his small size.

< 36h/229H 56v/163V Pos: standing >
A mercenary guard dodges a Goblin's attack.
A Goblin's impressive pierce strikes a mercenary guard.
A Goblin misses a mercenary guard.

< 36h/229H 56v/163V Pos: standing >
A Goblin clambers to his feet.

< 36h/229H 57v/163V Pos: standing >
A mercenary sorcerer completes his spell...
A mercenary sorcerer utters the words 'eugszr waouq'
A mercenary sorcerer tries to dispel a Goblin's magic!
And fails miserably...
A Goblin attempts to flee.
A Goblin leaves east.

< 36h/229H 57v/163V Pos: standing >
-=[Out of nowhere, a Goblin stabs you in the back.]=-
You wish that your wounds would stop BLEEDING so much!

< 21h/229H 59v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 You miss a Goblin.
A Goblin dodges your futile attack.
A Goblin dodges your futile attack.

< 21h/229H 59v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A Goblin attempts to flee.
A Goblin leaves east.

< 21h/229H 59v/163V Pos: standing >
A Goblin misses you.

< 21h/229H 59v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A mercenary sorcerer suddenly attacks a Goblin!
A mercenary sorcerer misses a Goblin.
-=[A Goblin's impressive pierce enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
You parry a Goblin's lunge at you.
You feel your skill in parry improving.
You block a Goblin's lunge at you.

< 11h/229H 59v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.

< 11h/229H 59v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A Goblin attempts to flee.
A Goblin leaves west.

< 11h/229H 59v/163V Pos: standing >
You attempt to flee...
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 
Fresh blood splatters cover the area.
Darting around mischeviously, a young toddler plays here.
You flee southward!

< 11h/229H 36v/163V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.
A Goblin enters from the west.

< 11h/229H 37v/163V Pos: standing >

< 11h/229H 37v/163V Pos: standing >
A Goblin misses you.

< 11h/229H 38v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A mercenary sorcerer suddenly attacks a Goblin!
A mercenary sorcerer misses a Goblin.

< 11h/229H 38v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 Sorry, you aren't allowed to do that in combat.

< 11h/229H 38v/163V Pos: standing >
< T: Stagmo TP: sta TC: awful E: A Goblin sta EP:  few wounds >
 A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.
A mercenary guard suddenly attacks a Goblin!
A mercenary guard misses a Goblin.
Your improved dexterity grants you an additional attack!
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.
A Goblin dodges your futile attack.
You miss a Goblin.
You miss a Goblin.
A Goblin dances an acrobatic maneuver in battle, tripping you.

< 11h/229H 38v/163V Pos: sitting >
< T: Stagmo TP: sit TC: awful E: A Goblin sta EP:  few wounds >
 A Goblin misses you.
-=[A Goblin's powerful pierce hits you.]=-
Your legendary hemp torque was completely destroyed by the massive blow!