The death of [31 Blighter] Krudd (Troll)

in Along a Coarse Gravel Road in the DarkPeak Valley

from the perspective of [31 Blighter] Krudd (Troll)

<worn on head>       a rusty obsidian skull
<worn in ear>        a steel earring hanging from an obsidian post [superior]
<worn around neck>   a ghastly ivory charm
<worn about body>    a diabolical emerald bodycloak
<worn about waist>   a belt of sewn ratskins
<worn on belt buckle>a rotting cloth bag
<held as shield>     a frost-rimed emerald tower shield
<worn around wrist>  a snake spine bracelet (magic)
<primary weapon>     a diabolical limestone ghurka
<worn on feet>       a pair of traveling boots [superior]


< 609h/609H 224v/224V Pos: standing >
The shopkeeper now has an obsidian and steel wrist guard [superior].
The shopkeeper gives you 2 platinum, 8 g, and 5 s.

< 609h/609H 224v/224V Pos: standing >
Learett says 'a black leather cloak with a spun silver lining [poor] is rather common, you won't get as much for it.'
The shopkeeper now has a black leather cloak with a spun silver lining [poor].
The shopkeeper gives you 1 platinum, 5 g, 9 s, and 1 c.

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -West 
The skeleton of a commoner enters from the west.

< 609h/609H 223v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -South -West 
A male commoner stands here.
The skeleton of a commoner enters from the west.

< 609h/609H 222v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -West 
The skeleton of a commoner enters from the west.

< 609h/609H 223v/224V Pos: standing >
A commoner enters from the north.
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 221v/224V Pos: standing >
The sun vanishes behind the southern horizon.
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -South
The skeleton of a commoner enters from the south.

< 609h/609H 220v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East  -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 220v/224V Pos: standing >
Alas, you cannot go that way. . . .

< 609h/609H 220v/224V Pos: standing >
An orcish adventurer enters from the west.
Alas, you cannot go that way. . . .

< 609h/609H 220v/224V Pos: standing >
This young orc has wandered from Shady trying to make a name for himself.
His manner is of a child in a candy store; he keeps staring at the sights
around him, with a silly grin on his face.
An orcish adventurer appears to be Orc and is in excellent condition.
He's medium in size.
His hands glow blood red!

<worn on head>       an obsidian and steel helm [superior]
<worn in ear>        a steel earring hanging from an obsidian post [superior]
<worn about body>    a drinking boda [superior]

< 609h/609H 224v/224V Pos: standing >
Pardon?

< 609h/609H 224v/224V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 609h/609H 224v/224V Pos: standing >
[Damage:  3 ] -=[Your slash strikes an orcish adventurer.]=-
You are briefly surrounded by a red aura!

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: orc sta EP: few scratches >
 You dodge an orcish adventurer's vicious attack.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: orc sta EP: few scratches >
 You start chanting...

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: orc sta EP: few scratches >
 Casting: firelance *

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: orc sta EP: few scratches >
 Casting: firelance 

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: orc sta EP: few scratches >
 You complete your spell...
[Damage: 44 ] -=[As you complete your spell, you launch a massive firelance at an orcish adventurer, scorching his skin!]=-
An orcish adventurer is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an orcish adventurer.

< 609h/609H 224v/224V Pos: standing >

< 609h/609H 224v/224V Pos: standing >
You get a few coins from the corpse of an orcish adventurer.
There were: 2 gold coins, 5 silver coins, 5 copper coins. 

< 609h/609H 224v/224V Pos: standing >
Ok.
You put 3 platinum, 15 gold, 19 silver, and 6 copper coins into a large leather backpack.

< 609h/609H 224v/224V Pos: standing >
Into what?

< 609h/609H 224v/224V Pos: standing >
It appears to be the corpse of an orcish adventurer.
a steel earring hanging from an obsidian post [superior]
a drinking boda [superior]
an obsidian and steel helm [superior]

< 609h/609H 224v/224V Pos: standing >
You get a steel earring hanging from an obsidian post [superior] from the corpse of an orcish adventurer.
You get a drinking boda [superior] from the corpse of an orcish adventurer.
You get an obsidian and steel helm [superior] from the corpse of an orcish adventurer.

< 609h/609H 224v/224V Pos: standing >
You don't have anything to put in it.

< 609h/609H 224v/224V Pos: standing >
Into what?

< 609h/609H 224v/224V Pos: standing >
You drop a drinking boda [superior].

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
Obvious exits: -East  -South -West 
A drinking boda lies here.
Puddles of fresh blood cover the ground.
The corpse of an orcish adventurer is lying here.
The skeleton of a commoner stands here. (minion) 

< 609h/609H 224v/224V Pos: standing >
You draw a 6th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 609h/609H 224v/224V Pos: standing >
You wear a steel earring hanging from an obsidian post [superior] on your left ear.

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
Obvious exits: -East  -South -West 
A drinking boda lies here.
Puddles of fresh blood cover the ground.
The corpse of an orcish adventurer is lying here.
The skeleton of a commoner stands here. (minion) 

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -West #
The skeleton of a commoner enters from the east.

< 609h/609H 223v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
A half-orc mercenary stands here.
The skeleton of a commoner enters from the south.

< 609h/609H 223v/224V Pos: standing >
A half-orc mercenary leaves west.

< 609h/609H 223v/224V Pos: standing >
The night has begun.

< 609h/609H 223v/224V Pos: standing >
You do not see that here.

< 609h/609H 223v/224V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East 
A half-orc mercenary stands here.
A sleeping commoner is stretched out, sound asleep.
The skeleton of a commoner enters from the east.

< 609h/609H 222v/224V Pos: standing >
You do not see that here.

< 609h/609H 224v/224V Pos: standing >
This half-orc combines has the look of someone who has had his share of
combat, and not all of it in an honorable fashion.
A half-orc mercenary appears to be Half Orc and is in excellent condition.
He's medium in size.

<primary weapon>     an obsidian and steel dagger [poor]

< 609h/609H 224v/224V Pos: standing >
[Damage:  3 ] -=[Your slash wounds a half-orc mercenary.]=-

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sta EP: few scratches >
 The skeleton of a commoner says 'Prepare to fight me, too!'
A half-orc mercenary is knocked to the ground by the skeleton of a commoner's mighty bash!

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP: few scratches >
 You start chanting...

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP: few scratches >
 You dodge a half-orc mercenary's vicious attack.
A half-orc mercenary misses you.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP: few scratches >
 Casting: firelance *
The taste of blood slowly fades from your body.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP: few scratches >
 Casting: firelance 

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP: few scratches >
 You complete your spell...
[Damage: 74 ] -=[As you complete your spell, you launch a massive firelance at a half-orc mercenary, scorching his skin!]=-

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  nasty wounds >
 The skeleton of a commoner's decent pierce strikes a half-orc mercenary.
The skeleton of a commoner's decent pierce strikes a half-orc mercenary.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  nasty wounds >
 A half-orc mercenary misses you.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  nasty wounds >
 You start chanting...

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  nasty wounds >
 Casting: harm 

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  nasty wounds >
 You complete your spell...
[Damage: 29 ] -=[The power of your god causes a half-orc mercenary's body to suffer from your harm spell!]=-

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sit EP:  awful >
 The skeleton of a commoner misses a half-orc mercenary.
The skeleton of a commoner's fine pierce seriously wounds a half-orc mercenary.
A half-orc mercenary clambers to his feet.
The skeleton of a commoner's decent pierce strikes a half-orc mercenary very hard.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sta EP:  awful >
 A half-orc mercenary misses you.
A half-orc mercenary tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 You miss a half-orc mercenary.
You miss a half-orc mercenary.

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 A half-orc mercenary dodges the skeleton of a commoner's attack.
A half-orc mercenary parries the skeleton of a commoner's lunge at him.

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 A half-orc mercenary misses you.
A half-orc mercenary misses you.

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 A half-orc mercenary parries the skeleton of a commoner's lunge at him.
A half-orc mercenary dodges the skeleton of a commoner's attack.

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 You miss a half-orc mercenary.
[Damage:  4 ] -=[Your fine slash seriously wounds a half-orc mercenary.]=-
You can't do this sitting!

< 609h/609H 224v/224V Pos: sitting >
< T: Krudd TP: sit TC:excellent E: male sta EP:  awful >
 You clamber to your feet.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sta EP:  awful >
 You are already standing.

< 609h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:excellent E: male sta EP:  awful >
 You dodge a half-orc mercenary's vicious attack.
A half-orc mercenary misses you.
-=[A half-orc mercenary's kick hits you in your side.]=-
[Damage:  1 ] -=[As a half-orc mercenary strikes you, you smile as he tears his flesh!]=-

< 602h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:few scratches E: male sta EP:  awful >
 You start chanting...

< 603h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:few scratches E: male sta EP:  awful >
 A half-orc mercenary parries the skeleton of a commoner's lunge at him.
A half-orc mercenary dodges the skeleton of a commoner's attack.

< 605h/609H 224v/224V Pos: standing >
< T: Krudd TP: sta TC:few scratches E: male sta EP:  awful >
 You complete your spell...
[Damage: 12 ] -=[You burned a half-orc mercenary.]=-
A half-orc mercenary is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a half-orc mercenary dies in agony.

< 605h/609H 224v/224V Pos: standing >

< 609h/609H 224v/224V Pos: standing >
You get a small pile of coins from the corpse of a half-orc mercenary.
There were: 17 gold coins, 12 silver coins, 19 copper coins. 

< 609h/609H 224v/224V Pos: standing >
Ok.
You put 0 platinum, 17 gold, 12 silver, and 19 copper coins into a large leather backpack.

< 609h/609H 224v/224V Pos: standing >
Into what?

< 609h/609H 224v/224V Pos: standing >
It appears to be the corpse of a half-orc mercenary.
an obsidian and steel dagger [poor]

< 609h/609H 224v/224V Pos: standing >
You draw a 6th circle of energy from your surroundings.
You get an obsidian and steel dagger [poor] from the corpse of a half-orc mercenary.

< 609h/609H 224v/224V Pos: standing >
You don't have anything to put in it.

< 609h/609H 224v/224V Pos: standing >
Into what?

< 609h/609H 224v/224V Pos: standing >
Autosaving...

< 609h/609H 224v/224V Pos: standing >
Ok.

< 609h/609H 224v/224V Pos: standing >
You draw a 5th circle of energy from your surroundings.

< 609h/609H 224v/224V Pos: standing >
A Commoners Dwelling
Obvious exits: -East 
Puddles of fresh blood cover the ground.
The corpse of a half-orc mercenary is lying here.
The skeleton of a commoner stands here. (minion) 
A sleeping commoner is stretched out, sound asleep.

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
The skeleton of a commoner enters from the west.

< 609h/609H 223v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.
The skeleton of a commoner enters from the east.

< 609h/609H 223v/224V Pos: standing >
Anders sings a song to make your heart swell with pride.

< 609h/609H 223v/224V Pos: standing >
You draw a 2nd circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 609h/609H 223v/224V Pos: standing >
You get a small pile of coins from your large leather backpack.
There were: 40 platinum coins, 581 gold coins, 84 silver coins, 86 copper coins. 

< 609h/609H 223v/224V Pos: standing >
Anders sings a song to make your heart swell with pride.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to make your heart swell with pride.

< 609h/609H 224v/224V Pos: standing >
Your account contains:
    1741 platinum, 2073 gold, 164 silver, 184 copper coins.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to make your heart swell with pride.

< 609h/609H 224v/224V Pos: standing >
The red aura around you flashes blue and is gone.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to make your heart swell with pride.

< 609h/609H 224v/224V Pos: standing >
Anders starts singing aloud with a beautiful voice.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to protect him from the world.
Anders's skin seems to turn to stone.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to protect him from the world.

< 609h/609H 224v/224V Pos: standing >
Bank of Sarmiz'Duul
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
The skeleton of a commoner stands here. (minion) 
A half-orc banker stands here, counting his money.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to protect him from the world.

< 609h/609H 224v/224V Pos: standing >
Anders sings a song to protect him from the world.

< 609h/609H 224v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
The skeleton of a commoner enters from the west.

< 609h/609H 223v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 223v/224V Pos: standing >
It is 8pm, on the Day of Thunder
The 17th Day of the Month of FirstMelting, Year 2014.
Time elapsed since boot-up: 15:03:49
Current time is: Sat Jan 11 16:36:59 2025 (GMT)
                 Sat Jan 11 12:36:59 2025 (EDT)

< 609h/609H 223v/224V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East  -West 
The skeleton of a commoner enters from the east.

< 609h/609H 222v/224V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East  -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 223v/224V Pos: standing >
Alas, you cannot go that way. . . .

< 609h/609H 223v/224V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East  -South -West 
The skeleton of a commoner enters from the west.

< 609h/609H 222v/224V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West 
The skeleton of a commoner enters from the west.

< 609h/609H 222v/224V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East  -South
The skeleton of a commoner enters from the south.

< 609h/609H 223v/224V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East  -South -West 
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
The skeleton of a commoner enters from the west.

< 609h/609H 222v/224V Pos: standing >
Ouside the Gates of Sarmiz'Duul
   The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction.  The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South
A male commoner stands here.
The skeleton of a commoner enters from the south.

< 609h/609H 222v/224V Pos: standing >
You quickly scan the area.
A burly half-orc gate guard who is close by to your south.
A burly half-orc gate guard who is close by to your south.
A burly half-orc gate guard who is close by to your south.
A burly half-orc gate guard who is close by to your south.
A burly half-orc gate guard who is close by to your south.
A burly half-orc gate guard who is close by to your south.
A dirty beggar who is a brief walk away to your south.
A dirty beggar who is a brief walk away to your south.
The beggar leader who is a brief walk away to your south.

< 609h/609H 224v/224V Pos: standing >
 
  **.*+..M    
 ..^^*+.^^    
 ++++++***    
 ...*.@....M  
 ^^M*.^D      
 **.M.        
  ...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 
The skeleton of a commoner enters from the south.

< 609h/609H 223v/224V Pos: standing >
Faluzure's blessing fades.

< 501h/501H 192v/193V Pos: standing >
 
  ****+^.^.   
 ^**.*+..M    
 ..^^*+.^^    
 +++++@***    
 ...*.M....M  
 ^^M*.^D      
  *.M.        
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 
The skeleton of a commoner enters from the south.

< 501h/501H 191v/193V Pos: standing >
A rakshasa warrior snaps into visibility.
-=[Out of nowhere, a rakshasa warrior stabs you in the back.]=-
OUCH!  That really did HURT!
[Damage:  2 ] -=[As a rakshasa warrior strikes you, you smile as she tears her flesh!]=-
With a swift tug a rakshasa warrior wrenches the weapon free, ramming it into you again.
-=[Out of nowhere, a rakshasa warrior stabs you in the back.]=-
[Damage:  2 ] -=[As a rakshasa warrior strikes you, you smile as she tears her flesh!]=-
-=[Out of nowhere, a rakshasa warrior stabs you in the back.]=-
[Damage:  2 ] -=[As a rakshasa warrior strikes you, you smile as she tears her flesh!]=-
A Dwarf's disguise falls apart!

< 338h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 It's cool out here.

< 340h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: few wounds E: someone sta EP: few scratches >
 Someone dodges your futile attack.
You miss someone.
A Dwarf snaps into visibility.

< 343h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: few wounds E: A Dwarf sta EP: few scratches >
 A Dwarf snaps into visibility.
-=[A Dwarf's fine pierce wounds you.]=-
[Damage:  1 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
-=[A Dwarf's decent pierce wounds you.]=-
[Damage:  1 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
-=[A Dwarf's impressive pierce strikes you.]=-
[Damage:  1 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
...Suddenly, a Dwarf is engulfed in a swwirling tornado of wind... Sweeping them from battle!
...Suddenly, a Dwarf is engulfed in a swwirling tornado of wind... Sweeping them from battle!

< 313h/501H 193v/193V Pos: standing >
A Dwarf snaps into visibility.
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
OUCH!  That really did HURT!
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
With a swift tug a Dwarf wrenches the weapon free, ramming it into you again.
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-

< 155h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 You start chanting...

< 157h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 You complete your spell...
A Dwarf snaps into visibility.
[Damage: 34 ] -=[You grin as your opponent is engulfed in flames!]=-

< 159h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: nasty wounds E: A Dwarf sta EP: few scratches >
 The skeleton of a commoner suddenly attacks a Dwarf!
The skeleton of a commoner's decent pierce grazes a Dwarf.

< 160h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC: nasty wounds E: someone sta EP:  small wounds >
 Who should the spell be cast upon?  You must specify a target!

< 165h/501H 193v/193V Pos: standing >
A Dwarf snaps into visibility.
A Dwarf misses you.
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
With a swift tug a Dwarf wrenches the weapon free, ramming it into you again.
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-

< 83h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC:pretty hurt E: A Dwarf sta EP:  small wounds >
 Someone parries your futile lunge at her.
Someone parries your futile lunge at her.
A Dwarf snaps into visibility.

< 84h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC:pretty hurt E: A Dwarf sta EP:  small wounds >
 You start chanting...

< 86h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC:pretty hurt E: someone sta EP:  small wounds >
 Casting: firelance *

< 89h/501H 193v/193V Pos: standing >
< T: Krudd TP: sta TC:pretty hurt E: someone sta EP:  small wounds >
 You abort your prayer before it's done!

< 91h/501H 193v/193V Pos: standing >
A Dwarf snaps into visibility.
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage:  2 ] -=[As a Dwarf strikes you, you smile as she tears her flesh!]=-
-=[Out of nowhere, a Dwarf stabs you in the back.]=-
Your pair of snakeskin gloves was completely destroyed by the massive blow!
Your twined electrum platemail was completely destroyed by the massive blow!
Your some frozen granite vambraces was completely destroyed by the massive blow!
Your pink veil of silk [poor] was completely destroyed by the massive blow!