The death of [33 Thief] Styxx (Goblin)

in Tempest Avenue

from the perspective of [33 Thief] Styxx (Goblin)

<worn as a badge>    badge of the Darvanu
<worn around neck>   a crude hemp pendant
<worn around neck>   a crude emerald amulet
<worn on body>       a spiked breastplate
<worn about body>    a cowlskin of bearfur
<worn about waist>   an angelic brass belt
<primary weapon>     the Soulrender [superior]
<secondary weapon>   a diabolical bronze dagger from The Savannah of Broken Trusts of flameburst
<worn on feet>       some dwarven-made sapphire moccasins

Gelber's slash strikes an enraged skeleton.
Gelber's impressive slash strikes an enraged skeleton.
An enraged skeleton kicks Gelber in the stomach, rendering him breathless.
An enraged skeleton shivers as it hits Gelber.

< 261h/280H 124v/135V Pos: standing >
Gelber's impressive slash strikes an enraged skeleton.
Gelber's impressive slash strikes an enraged skeleton.
Gelber's pierce strikes an enraged skeleton.
Gelber's impressive slash strikes an enraged skeleton.
An enraged skeleton dodges Gelber's attack.

< 264h/280H 126v/135V Pos: standing >
Gelber's intercepts an enraged skeleton's attack with darksteel rapier [superior] with a strange black stone with eloquent ease.
Gelber's impressive slash strikes an enraged skeleton hard.
A darksteel rapier [superior] with a strange black stone slices through the air with incredible ease!
Gelber's impressive slash strikes an enraged skeleton hard.
An enraged skeleton misses Gelber.

< 266h/280H 127v/135V Pos: standing >
An enraged skeleton dodges Gelber's attack.
Gelber's impressive slash strikes an enraged skeleton hard.
An enraged skeleton dodges Gelber's attack.
Gelber's impressive slash strikes an enraged skeleton very hard.
An enraged skeleton dodges Gelber's attack.

< 268h/280H 128v/135V Pos: standing >
[Damage: 24 ] An enraged skeleton makes a strange sound as you place the Soulrender [superior] in its back.

< 269h/280H 128v/135V Pos: standing >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP: pretty hurt >
 [Damage:  6 ] Your fine pierce strikes an enraged skeleton.
[Damage:  7 ] Your pierce strikes an enraged skeleton hard.

< 269h/280H 129v/135V Pos: standing >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP: pretty hurt >
 An enraged skeleton misses Gelber.
Gelber parries an enraged skeleton's lunge at him.
You are knocked to the ground by an enraged skeleton's mighty bash!

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP: pretty hurt >
 An enraged skeleton dodges Gelber's attack.
Gelber's slash causes an enraged skeleton to grimace in pain.
An enraged skeleton dodges Gelber's attack.
An enraged skeleton dodges Gelber's attack.
Gelber's slash enshrouds an enraged skeleton in a mist of blood.

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 
< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 You miss an enraged skeleton.
An enraged skeleton dodges your futile attack.
[Damage:  8 ] Your fine pierce enshrouds an enraged skeleton in a mist of blood.

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 Gelber dodges an enraged skeleton's attack.

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 An enraged skeleton dodges Gelber's attack.
An enraged skeleton dodges Gelber's attack.
An enraged skeleton dodges Gelber's attack.
An enraged skeleton dodges Gelber's attack.

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 An enraged skeleton dodges your futile attack.

< 267h/280H 129v/135V Pos: sitting >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 You clamber to your feet.

< 267h/280H 129v/135V Pos: standing >
< T: Gelber TP: sta TC:few scratches E: skeleton sta EP:  awful >
 Gelber's impressive slash hits an enraged skeleton.
An enraged skeleton is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an enraged skeleton's last actions in this world.
An enraged skeleton falls to the ground, leaving a pile of inanimate bones.
Kick who?

< 267h/280H 129v/135V Pos: standing >
You are already standing.

< 267h/280H 129v/135V Pos: standing >
You do not see that here.

< 267h/280H 129v/135V Pos: standing >
You do not see or have the corpse.

< 267h/280H 129v/135V Pos: standing >
Into what?

< 267h/280H 129v/135V Pos: standing >

< 268h/280H 129v/135V Pos: standing >
Gelber places a darksteel rapier [superior] with a strange black stone in the back of a groaning zombie, resulting in some strange noises and some blood.
A groaning zombie is dead! R.I.P.
You receive your share of experience.
The last gasps of a groaning zombie cause a sickening chill to run up your spine.
A groaning zombie shambles for a moment, and falls to pieces.

< 270h/280H 131v/135V Pos: standing >
You do not see that here.

< 271h/280H 131v/135V Pos: standing >
You do not see or have the corpse.

< 271h/280H 131v/135V Pos: standing >
Into what?

< 271h/280H 131v/135V Pos: standing >

< 272h/280H 132v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

The Graveyard of Storm Port
   Row after row of tombstones cover the surface of this graveyard,
speckled with crimson red poppies.  Obviously orc necromancers seem
to enjoy this area immensely and take great pleasure in desecrating
the graves of the dead so that may raise a small number of zombies
and skeletons and leave them wandering the graveyard.  The sight
of these monstronisties is both an annoyance and a hinderance for
those orcs wishing to pay respects to deceased relatives or friends.
Obvious exits: -North -East  -West 
Gelber (Goblin)(small) stands, floating here.

< 273h/280H 131v/135V Pos: standing >
You follow Gelber.

The Graveyard of Storm Port
   The poppies have almost overrun the earth here, the soil so thick
with orcish remains.  It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously.  Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -East 
Gelber (Goblin)(small) stands, floating here.

< 275h/280H 131v/135V Pos: standing >
Gelber sneaks east.
You follow Gelber.

The Graveyard of Storm Port
   Row after row of tombstones cover the surface of this graveyard,
speckled with crimson red poppies.  Obviously orc necromancers seem
to enjoy this area immensely and take great pleasure in desecrating
the graves of the dead so that may raise a small number of zombies
and skeletons and leave them wandering the graveyard.  The sight
of these monstronisties is both an annoyance and a hinderance for
those orcs wishing to pay respects to deceased relatives or friends.
Obvious exits: -North -East  -West 
Gelber (Goblin)(small) stands, floating here.

< 276h/280H 131v/135V Pos: standing >
You follow Gelber.

The Graveyard of Storm Port
   The poppies in the part of the graveyard stop their growth abrubtly
almost directly in the center.  A tombstone sitting on the earth seems
to have been recently moved, indicating something below of importance,
however, due to the crazy zombies and skeletons roaming, there isn't
much time to contemplate whether or not to explore.  The entrance to
the graveyard lies to the east.
Obvious exits: -North -East  -South -Down #
Gelber (Goblin)(small) stands, floating here.

< 277h/280H 131v/135V Pos: standing >
Gelber sneaks north.
You follow Gelber.

The Graveyard of Storm Port
   The poppies have almost overrun the earth here, the soil so thick
with orcish remains.  It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously.  Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -East  -South -West 
Gelber (Goblin)(small) stands, floating here.

< 277h/280H 130v/135V Pos: standing >
You follow Gelber.

The Graveyard of Storm Port
   Row after row of tombstones cover the surface of this graveyard,
speckled with crimson red poppies.  Obviously orc necromancers seem
to enjoy this area immensely and take great pleasure in desecrating
the graves of the dead so that may raise a small number of zombies
and skeletons and leave them wandering the graveyard.  The sight
of these monstronisties is both an annoyance and a hinderance for
those orcs wishing to pay respects to deceased relatives or friends.
Obvious exits: -East 
Gelber (Goblin)(small) stands, floating here.

< 277h/280H 129v/135V Pos: standing >

< 278h/280H 129v/135V Pos: standing >
Gelber sneaks east.
You follow Gelber.

The Graveyard of Storm Port
   The poppies have almost overrun the earth here, the soil so thick
with orcish remains.  It would be almost a pretty picture if it were
not for the tombstones jutting from the ground as symbols of death and
the zombies lurking about, groaning hideously.  Occasionally, an orc
can be seen coming into the graveyard to pay respects to a lost friends,
a extremely un-orc-like think to do, however it is far more common to
see orcs come to this place to spit upon the graves of lost enemies.
Obvious exits: -East  -South -West 
Gelber (Goblin)(small) stands, floating here.

< 278h/280H 129v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

The Graveyard of Storm Port
   The poppies in the part of the graveyard stop their growth abrubtly
almost directly in the center.  A tombstone sitting on the earth seems
to have been recently moved, indicating something below of importance,
however, due to the crazy zombies and skeletons roaming, there isn't
much time to contemplate whether or not to explore.  The entrance to
the graveyard lies to the east.
Obvious exits: -North -East  -South -Down #
Gelber (Goblin)(small) stands, floating here.

< 279h/280H 128v/135V Pos: standing >
Gelber opens the tomb.

< 280h/280H 129v/135V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 280h/280H 131v/135V Pos: standing >

< 280h/280H 131v/135V Pos: standing >
You follow Gelber.

Below the Graveyard
   Underneath the graveyard lies the hidden rogues halls of Storm
Port.  It is extremely dark in here when the trapdoor above is closed.
The smell in the air is similiar to sulpher, perhaps a new form of
poison being devised by the high assassins who lurk in these halls.
The stone tunnel leading south is relatively clean and free of
most litter and debris.
Obvious exits: -South -Up   
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 131v/135V Pos: standing >
Skill
1h piercing                   90
1h slashing                   40
appraise                      40
awareness                     40
backstab                      51
bandage                       43
blindfighting                 40
carve                         40
circle                        41
climb                         40
dirt toss                     41
disguise                      40
double attack                 80
dual wield                    75
enchant arrows            (obtained at level 46)
evade                     (obtained at level 46)
fishing                       40
hamstring                 (obtained at level 51)
hide                          89
kick                          40
listen                        40
mount                         40
parry                         80
pick lock                     40
point blank shot          (obtained at level 46)
quick step                (obtained at level 52)
ranged weapons                40
retreat                       40
safe fall                     40
salvage                       40
shadowstep                (obtained at level 41)
shield block                  40
slip                          40
sneak                        100
steal                         40
subterfuge                    40
swim                          40
switch opponents              40
track                         42
trap                      (obtained at level 51)
trip                          41
unarmed damage                43
vicious attack            (obtained at level 54)

< 280h/280H 131v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  Faint flickering of a
light can be seen south, proving that someone or something does
exist down here. Other than trolls, duergars, ogres, or drow, the
only other concievable answer would be ... Rogues.
Obvious exits: -North -South
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.
A local rogue sneaks through the shadows here.

< 280h/280H 132v/135V Pos: standing >
Gelber looks at an orc rogue.

< 280h/280H 134v/135V Pos: standing >
Gelber sizes up an orc rogue with a quick glance.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South# -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 134v/135V Pos: standing >

< 280h/280H 134v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  To the south sits the door
to the thieves guild of Storm Port.  The exit to this underground tunnel
that makes up Rogue Hall lies to the northeast.  Small droplets of
liquid fall from the earthern ceiling, stinking of decay.
Obvious exits: -South# -West 
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 133v/135V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

Hall of Thieves
   Built in the cavern underneath the graveyard this area in Rogue
Hall is used for thief training.  Although not very well respected
in the city the thieves do have a strange bond with the locals and
other guilds.   The contract between them is fairly simple, orc
shall not steal from orc unless orc blantantly flashes valuables.
Due to this clause most of the local cityfolk never have any money
or important posessions in plain sight, however, the thieves do
pick the sailors clean at anytime possible, as these crewmen of
the harbour ships are not familiar with the thieves to city rule.
Obvious exits: -North
Gelber (Goblin)(small) stands, floating here.
Lord of the thieves, Trank, stands here.

< 280h/280H 133v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks north.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  To the south sits the door
to the thieves guild of Storm Port.  The exit to this underground tunnel
that makes up Rogue Hall lies to the northeast.  Small droplets of
liquid fall from the earthern ceiling, stinking of decay.
Obvious exits: -South -West 
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 133v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks west.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South# -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 133v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

Stab'ems Store
   Stab em's Store is where all the rogues of Storm Port equip
themselves for their dark goals.  The shopkeeper here will sell
the thieves and assassins of Rogue Hall, poisons, lockpicks, and of
course the most valuable objects, daggers.  The room is built right
into the the natural cave under the graveyard, next to the thief
and assassin room. The only way in and out is through the north
door.
Obvious exits: -North
Gelber (Goblin)(small) stands, floating here.
The shopkeeper of Rogue Hall sells his wares here.

< 280h/280H 132v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 132v/135V Pos: standing >
You discover that the rogue shopkeeper has his hands in your wallet.

< 280h/280H 134v/135V Pos: standing >

< 280h/280H 134v/135V Pos: standing >
You can buy:
 1) A trap-like mechanism                         for 168 platinum, 1 gold, 2 silver, and 9 copper.
 2) A trap-like mechanism                         for 157 platinum, 2 gold, 1 silver, and 2 copper.
 3) A vial of storm poison of poison              for 1 platinum, 9 silver, and 1 copper.
 4) A set of storm lockpicks                      for 5 copper.
 5) A sleek onyx dagger                           for 31 platinum, 4 gold, 4 silver, and 2 copper.

< 280h/280H 135v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 135v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South -West 
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 134v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 134v/135V Pos: standing >
An orc rogue leaves west.

< 280h/280H 134v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnel ends here with
a room sitting south, built for the assassins of Storm Port.  They
train here and sometimes even raised here from a very young age.  Once
ready they will venture out into the world and unleashed their primary
skills upon the world, murder.
Obvious exits: -East  -South#
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 133v/135V Pos: standing >

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks south.
You follow Gelber.

Hall of Assassins
   This room is primarily for the use of the assassins of Storm Port,
although many of the other underdark races assassins are welcome here
as well.  Here they practice their backstabs, their circling techniques,
their desguises, and other devious abilities their craft teaches them.
There is a board on the south wall, used for target practice with
throwing daggers and a dummy hanging from the ceiling, intended for
teaching correct anatomy to students.  The assassin teacher spends
hours coaching his pupils.
Obvious exits: -North
Gelber (Goblin)(small) stands, floating here.
Torn, the great assassin of Storm Port, stands here.

< 280h/280H 133v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 134v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnel ends here with
a room sitting south, built for the assassins of Storm Port.  They
train here and sometimes even raised here from a very young age.  Once
ready they will venture out into the world and unleashed their primary
skills upon the world, murder.
Obvious exits: -East  -South
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 133v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks east.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South# -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
Gelber sneaks east.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  To the south sits the door
to the thieves guild of Storm Port.  The exit to this underground tunnel
that makes up Rogue Hall lies to the northeast.  Small droplets of
liquid fall from the earthern ceiling, stinking of decay.
Obvious exits: -South# -West 
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 132v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 132v/135V Pos: standing >
You follow Gelber.

Hall of Thieves
   Built in the cavern underneath the graveyard this area in Rogue
Hall is used for thief training.  Although not very well respected
in the city the thieves do have a strange bond with the locals and
other guilds.   The contract between them is fairly simple, orc
shall not steal from orc unless orc blantantly flashes valuables.
Due to this clause most of the local cityfolk never have any money
or important posessions in plain sight, however, the thieves do
pick the sailors clean at anytime possible, as these crewmen of
the harbour ships are not familiar with the thieves to city rule.
Obvious exits: -North
Gelber (Goblin)(small) stands, floating here.
Lord of the thieves, Trank, stands here.

< 280h/280H 131v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 132v/135V Pos: standing >

< 280h/280H 132v/135V Pos: standing >
Gelber looks at Trank.

< 280h/280H 133v/135V Pos: standing >
Gelber sizes up Trank with a quick glance.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the door.

< 280h/280H 133v/135V Pos: standing >
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  To the south sits the door
to the thieves guild of Storm Port.  The exit to this underground tunnel
that makes up Rogue Hall lies to the northeast.  Small droplets of
liquid fall from the earthern ceiling, stinking of decay.
Obvious exits: -South -West 
Gelber (Goblin)(small) stands, floating here.
A local rogue sneaks through the shadows here.

< 280h/280H 132v/135V Pos: standing >
Gelber closes the door.

< 280h/280H 133v/135V Pos: standing >
Gelber places a darksteel rapier [superior] with a strange black stone in the back of an orc rogue, resulting in some strange noises and some blood.

< 280h/280H 135v/135V Pos: standing >
Gelber parries an orc rogue's lunge at him.

< 280h/280H 135v/135V Pos: standing >
Gelber's impressive slash strikes an orc rogue.
An orc rogue dodges Gelber's attack.
Gelber's fine pierce strikes an orc rogue.
Gelber's impressive slash strikes an orc rogue.
Gelber's impressive slash strikes an orc rogue.

< 280h/280H 135v/135V Pos: standing >
[Damage:  6 ] Your pierce wounds an orc rogue.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sta EP:  few wounds >
 Gelber dances an acrobatic maneuver in battle, and trips up an orc rogue!

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  few wounds >
 Gelber dodges an orc rogue's attack.
An orc rogue misses Gelber.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  few wounds >
 [Damage: 11 ] Your impressive pierce strikes an orc rogue.
[Damage:  7 ] Your fine pierce strikes an orc rogue.
[Damage:  8 ] Your fine pierce strikes an orc rogue.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  few wounds >
 You misjudge an orc rogue's height and kick well above his head.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  few wounds >
 Gelber's impressive slash strikes an orc rogue hard.
Gelber's slash strikes an orc rogue hard.
Gelber's impressive slash strikes an orc rogue hard.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  nasty wounds >
 [Damage:  9 ] Your fine pierce strikes an orc rogue.
[Damage:  8 ] Your pierce strikes an orc rogue.
[Damage:  9 ] Your fine pierce strikes an orc rogue.
An orc rogue misses Gelber.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sit EP:  nasty wounds >
 Gelber's impressive slash strikes an orc rogue very hard.
An orc rogue clambers to his feet.
Gelber's impressive slash strikes an orc rogue very hard.
Gelber's pierce strikes an orc rogue very hard.
Gelber's impressive slash seriously wounds an orc rogue.
Gelber's impressive slash seriously wounds an orc rogue.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sta EP:  awful >
 You miss an orc rogue.
[Damage:  6 ] Your fine pierce strikes an orc rogue very hard.
You miss an orc rogue.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sta EP:  awful >
 You reach for the ground, quickly tossing a clump of dirt at an orc rogue's face!

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sta EP:  awful >
 Gelber dodges an orc rogue's attack.
An orc rogue misses Gelber.

< 280h/280H 135v/135V Pos: standing >
< T: Gelber TP: sta TC:excellent E: local sta EP:  awful >
 Gelber's impressive slash enshrouds an orc rogue in a mist of blood.
Gelber's slash grievously wounds an orc rogue.
Gelber's pierce hits an orc rogue.
An orc rogue is mortally wounded, and will die soon, if not aided.

< 280h/280H 135v/135V Pos: standing >
Gelber places a darksteel rapier [superior] with a strange black stone in the back of an orc rogue, resulting in some strange noises and some blood.
An orc rogue is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of an orc rogue.

< 280h/280H 135v/135V Pos: standing >
Gelber gets something from the corpse of an orc rogue.

< 280h/280H 135v/135V Pos: standing >
Gelber puts a pile of coins into a bottomless bag of the illithids.

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >
Gelber sneaks west.

< 280h/280H 135v/135V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of an orc rogue is made of flesh and appears to be of average quality.
The corpse of an orc rogue has an item value of 1.
It appears to be the corpse of an orc rogue.
Nothing.

< 280h/280H 135v/135V Pos: standing >
The corpse of an orc rogue appears to be empty.

< 280h/280H 135v/135V Pos: standing >
Into what?

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >
Inside Rogue Hall
Obvious exits: -South# -West 
Puddles of fresh blood cover the ground.
The corpse of an orc rogue is lying here.

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >
Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South# -West 

< 280h/280H 134v/135V Pos: standing >
Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.
Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnel ends here with
a room sitting south, built for the assassins of Storm Port.  They
train here and sometimes even raised here from a very young age.  Once
ready they will venture out into the world and unleashed their primary
skills upon the world, murder.
Obvious exits: -East  -South#
Gelber (Goblin)(small) stands, floating here.
An orc rogue is lying here, incapacitated.

< 280h/280H 133v/135V Pos: standing >
[Damage:  6 ] An orc rogue makes a strange sound as you place the Soulrender [superior] in his back.
An orc rogue is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
An orc rogue's death cry reverberates in your head as he falls to the ground.

< 280h/280H 134v/135V Pos: standing >
Gelber gets something from the corpse of an orc rogue.

< 280h/280H 135v/135V Pos: standing >
Gelber puts a pile of coins into a bottomless bag of the illithids.

< 280h/280H 135v/135V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of an orc rogue is made of flesh and appears to be of average quality.
The corpse of an orc rogue has an item value of 1.
It appears to be the corpse of an orc rogue.
Nothing.

< 280h/280H 135v/135V Pos: standing >
The corpse of an orc rogue appears to be empty.

< 280h/280H 135v/135V Pos: standing >
Into what?

< 280h/280H 135v/135V Pos: standing >
Gelber sneaks east.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  The tunnels branch off in
all four directions here, north leading to surface, east and west to the
specialized halls of the rogue, and south to the Rogue Hall shop.
Faintly, the sounds of the zombies and skeletons can be heard groaning
from above.
Obvious exits: -North -East  -South# -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 134v/135V Pos: standing >
Gelber sneaks north.
You follow Gelber.

Inside Rogue Hall
   Is is quite dark in here, having an almost underdark feel to it.
The packed earth making up the walls, held back by nothing more than
a couple planks of wood.  The smell in the air is that strange musty,
yet fresh for the underdark races odour.  Faint flickering of a
light can be seen south, proving that someone or something does
exist down here. Other than trolls, duergars, ogres, or drow, the
only other concievable answer would be ... Rogues.
Obvious exits: -North -South
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
You follow Gelber.

Below the Graveyard
   Underneath the graveyard lies the hidden rogues halls of Storm
Port.  It is extremely dark in here when the trapdoor above is closed.
The smell in the air is similiar to sulpher, perhaps a new form of
poison being devised by the high assassins who lurk in these halls.
The stone tunnel leading south is relatively clean and free of
most litter and debris.
Obvious exits: -South -Up   
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
Gelber floats up.
You follow Gelber.

The Graveyard of Storm Port
   The poppies in the part of the graveyard stop their growth abrubtly
almost directly in the center.  A tombstone sitting on the earth seems
to have been recently moved, indicating something below of importance,
however, due to the crazy zombies and skeletons roaming, there isn't
much time to contemplate whether or not to explore.  The entrance to
the graveyard lies to the east.
Obvious exits: -North -East  -South -Down 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 132v/135V Pos: standing >
You follow Gelber.

The Graveyard of Storm Port
   The graveyard of Storm Port has grown considerably over the past few
years.  Even the pirate wars did not reach the body count of the dangers
of industrialization.  Since the city has reached its modern pinnacle,
more orcs have been crushed, stomped, trampled, eaten, drowned, squished,
choked, and exploded than ever in history.  This graveyard was more
important for urban deaths than the majority of war casualties.
Obvious exits: -North -East # -South -West 
A large slab of granite has been dropped here.
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
Gelber opens the fence.

< 280h/280H 134v/135V Pos: standing >
You follow Gelber.

West End of Tempest Avenue
   Tempest Avenue ends here to be replace by the graveyard west. Due
to the pirate wars a decade ago, thousands of orcs were slain in ship
to ship battles.  Although burial at sea was the most practical option,
many of the dying were transported back to the city where an unused
portion of the city was transformed into a large graveyard almost
overnight. Tempest Avenue is still as a direct route from the harbour
to the graveyard. To the north lies the North Storm connector.
Obvious exits: -North -East  -South# -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 133v/135V Pos: standing >
Gelber closes the fence.

< 280h/280H 133v/135V Pos: standing >

< 280h/280H 135v/135V Pos: standing >
You follow Gelber.

Tempest Avenue
   Tempest Avenue runs east to west through the city, parallel to
Squall Road and North Storm Street.  On the west end of the Avenue the
gate to the Storm Port graveyard is located. To the east it connects
with Gale Road.  West of here the avenue intersects with the
entrance to the graveyard and a connector road to North Storm Street.
South lies yet another connector to Squall Road, probably the busiest
road in the city.
Obvious exits: -East  -South -West 
Gelber (Goblin)(small) stands, floating here.

< 280h/280H 134v/135V Pos: standing >
An orc city guard enters from the south.

< 280h/280H 134v/135V Pos: standing >
An orc shaman snaps into visibility.
Out of nowhere, an orc shaman stabs you in the back.
OUCH!  That really did HURT!

< 205h/280H 134v/135V Pos: standing >
< T: Styxx TP: sta TC: few wounds E: an orc shaman sta EP: excellent >
 You parry an orc shaman's lunge at you.
An orc shaman snaps into visibility.
An orc shaman's impressive pierce strikes you hard.
You parry an orc shaman's lunge at you.
You parry an orc shaman's lunge at you.
An orc shaman's impressive pierce strikes you hard.
An orc shaman slips beneath your guard, dealing you a vicious attack!
An orc shaman's impressive slash strikes you hard.
An orc shaman's impressive slash strikes you very hard.
An orc shaman's slash strikes you very hard.

< 112h/280H 134v/135V Pos: standing >
< T: Styxx TP: sta TC: nasty wounds E: an orc shaman sta EP: excellent >
 An orc shaman snaps into visibility.
An orc shaman dances an acrobatic maneuver in battle, tripping you.

< 112h/280H 134v/135V Pos: sitting >
< T: Styxx TP: sit TC: nasty wounds E: an orc shaman sta EP: excellent >
 An orc shaman parries your futile lunge at him.
An orc shaman dodges your futile attack.
With unbelievable speed, an orc shaman's darksteel rapier [superior] with a strange black stone intercepts your attack, and then an orc shaman steps wide to deliver a graceful counter-attack!
An orc shaman snaps into visibility.
An orc shaman's slash seriously wounds you.
A darksteel rapier [superior] with a strange black stone slices through the air with incredible ease!
An orc shaman's mighty slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!

< 38h/280H 134v/135V Pos: sitting >
< T: Styxx TP: sit TC: awful E: an orc shaman sta EP: excellent >
 An orc city guard evaluates the struggle, watching your battle tactics.
An orc shaman snaps into visibility.
An orc shaman's pierce hits you.
Your superior iron circlet was completely destroyed by the massive blow!
Your glowing faerie ring was completely destroyed by the massive blow!