The death of [45 BeRSeRKeR] Acuru (Minotaur)

in Within a Ordinary White Washed Dwelling

from the perspective of [45 BeRSeRKeR] Acuru (Minotaur)

<worn on horns>      the horns of Kurlon
<worn on eyes>       a writhing python eye [32%]             
<worn in ear>        an earring of the black rose
<worn in ear>        a glowing crystalline earring
<worn on face>       a smuggler's black mask
<worn around neck>   a blood-soaked collar
<worn on body>       a suit of Blood Horde platemail [88%]             
<worn as quiver>     the masters quiver (glowing) [74%]             
<worn about waist>   a belt bearing the seal of Baal
<worn around wrist>  a durithalite bracelet (glowing)
<worn around wrist>  the ancient bracelet of Oberon, the elven king (humming)
<worn on finger>     the ring of the overfiend [33%]             
<worn on finger>     the ring of the overfiend [78%]             
<primary weapon>     a two-handed durethium cudgel covered in blood [25%]             
<secondary weapon>   a spiked granite-headed warhammer [71%]             
<worn on legs>       a pair of dragonscale leg plates

   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West#
A small post has some words scribbled on it.
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
The door seems to be closed.

< 1279h/1279H 168v/171V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 167v/171V Pos: standing >
Along the Beach
   Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West#
A drunk sailor stands here.(Red Aura)
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 167v/171V Pos: standing >
The gate seems to be closed.

< 1279h/1279H 167v/171V Pos: standing >
Ok.

< 1279h/1279H 169v/171V Pos: standing >
A Crimson Cobblestone Road
   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -North -East -South -West
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
A Crimson Cobblestone Road
   Crimson bricks have been used to create this wide street, which leads
straight through the darker sections of Venan Trut to the docks. Much cleaner
then most of the streets within the slums, this area has been kept in good
condition, allowing the city to make a fair impression on visitors who traveled
by ship. The street is well over fifteen feet across, designed to allow
several wagons passage at a time. Because of this, the road is almost always
crowded, with merchants either heading to or from the docks, with cartloads of
merchandise. This is the most frequented road by many merchants, since it's so
close to the docks. During the days and often into the nights it's very busy.
Obvious exits: -East -West
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
Along the Desert Sea
   A large amount of salt water is visible to the east. This water in the sea
is real ironic, it can only dehydrate and never quench a thirst. The
salt within the water obsurbs the water within ones cells, therefore making one
with less hydrated than before. The salt water makes up a sea that spans the
eastern horizon. A small port is visible along the shore, however this port is
sometimes hammered in bad weather since there is no harbor around it to protect
it. The street is comprised of many cobblestones embedded into the sand.
Huge poles are lined up on either side of the road with lanterns on top of them
to provide light during the night. A number of tents and buildings are
constructed upon this road. When the tide is high, some of the tents are in
danger of washing away.
Obvious exits: -North -East -South -West
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 167v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 168v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 169v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -South -West
Lithglen enters from the south.
Jocelyn enters from the south.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not mysterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -East -South
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
A filthy vagabond begs for some food.
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 167v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
An ordinary peasant is here.(Red Aura)
A scarab burrows into the sand.(Red Aura)
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 167v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
A filthy peasant begs for spare change.
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 167v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
A scarab burrows into the sand.(Red Aura)
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -South
A ragged gypsy follows his king.(Red Aura)
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North -West
Lithglen enters from the north.
Jocelyn enters from the north.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
A filthy vagabond begs for some food.
A ragged gypsy follows his king.(Red Aura)
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -East -West
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
A Winding Sand Dune Trail
   Most travelers of this dune are the hardened type that are quick to
pick fights to save face. Only trouble envelopes one who travels these sand
trails unprepared, or without street knowledge. Any commoner unaware of the
unspoken code of respect within these parts, caught in a situation where he is
accused of lacking respect to one who is aware of the code, will die a brutal
death. The rumors that come from within this place are frightening. Wars over
turf and respect have been known to break out. Two houses are now battling each
other, although no one speaks of it, not even the sultan himself for he has no
power to stop these two powerful forces. The names of these guilds go unnamed
to the average citizen of this desert city, however, their bloodshed does not.
The reasons behind the sultan not evoking his voice and power to stop this
bloodshed are not misterious but merely political. These two houses are
responsible for supplying the city with much needed funds for the two houses
buy enough armor and weaponry to supply a small army.
Obvious exits: -North# -East -South
Lithglen enters from the east.
Jocelyn enters from the east.

< 1279h/1279H 168v/171V Pos: standing >
The door seems to be closed.

< 1279h/1279H 170v/171V Pos: standing >
Ok.

< 1279h/1279H 171v/171V Pos: standing >
Within a Ordinary White Washed Dwelling
   Citizens of this desert city have many different religions, some believing
in the dark gods, others quite content believing in the good gods. However, the
majority of the people within this city are pagans. Luncaster, the founder
of the Order of Chaos and Havoc, believes in darkness. Huge sculptures have
been created by him in order to progress his enrollment of fellow citizens,
and to leach money from them. These huge creations of clay sit in all corners
and spaces in the house. Some of them are decorated with ornate jewelry.
Paintings portraying his version of the history of his gods are hung on the
walls. A huge circular table for dining remains in the center of the room,
obviously not used in quite some time. It isn't difficult to tell, but this
isn't a house to live in, but merely for show, to collect membership dues and
to entice new members, to otherwise duke them into joining this little club.
Although the Sultan has no qualms anyone or any organization within the city,
he often keeps tabs of any large organization such as this one.
Obvious exits: -South
An ordinary citizen looks at you deeply.(Red Aura)
Lithglen enters from the south.
Jocelyn enters from the south.

< 1279h/1279H 170v/171V Pos: standing >
You don't find anything you didn't see before.

< 1279h/1279H 170v/171V Pos: standing >
You miss an ordinary citizen.

< 1279h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP: excellent >
 You feel a rage start to come from within...

You are filled with a HUGE rush of BLOODLUST!

< 1279h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP: excellent >
 -=[An ordinary citizen's fine punch wounds you.]=-
-=[An ordinary citizen's fine punch strikes you.]=-
-=[An ordinary citizen's fine punch wounds you.]=-
An ordinary citizen's kick hits you in your side.

< 1176h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: excellent >
 [Damage: 56 ] -=[Your bludgeon wounds an ordinary citizen.]=-
[Damage: 98 ] -=[Your awesome crush strikes an ordinary citizen.]=-
[Damage: 72 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-
You miss an ordinary citizen.

< 1176h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  small wounds >
 Lithglen starts casting a spell.

< 1176h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  small wounds >
 Lithglen completes his spell...
Lithglen utters the words 'pzaruio garzz'
Upon Lithglen's touch a soft glow flows from his hands and surrounds you.

< 1176h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  small wounds >
 You feel a warm wave going through your body.

< 1245h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  small wounds >
 [Damage: 92 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-
You miss an ordinary citizen.
[Damage: 38 ] -=[Your mighty bludgeon wounds an ordinary citizen.]=-
[Damage: 102 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-
[Damage: 71 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-

< 1245h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  few wounds >
 Lithglen sits down in a comfortable spot.

< 1245h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  few wounds >
 Lithglen takes out his holy symbol and begins praying intently.

< 1245h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  few wounds >
 You feel a warm wave going through your body.
-=[An ordinary citizen's punch wounds you.]=-
-=[An ordinary citizen's punch strikes you.]=-
-=[An ordinary citizen's crude punch wounds you.]=-

< 1208h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  few wounds >
 [Damage: 55 ] -=[Your mighty bludgeon strikes an ordinary citizen.]=-
[Damage: 29 ] -=[Your powerful crush wounds an ordinary citizen.]=-
You miss an ordinary citizen.
You score a CRITICAL HIT!!!!!
[Damage: 189 ] -=[Your amazing bludgeon strikes an ordinary citizen very hard.]=-
[Damage: 85 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-

< 1208h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  few wounds >
 You feel a warm wave going through your body.
[Damage: 51 ] -=[Your bludgeon strikes an ordinary citizen.]=-
[Damage: 82 ] -=[Your awesome bludgeon strikes an ordinary citizen.]=-
You miss an ordinary citizen.

< 1279h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP:  nasty wounds >
 Lithglen raises his holy symbol and smiles broadly.

< 1279h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP:  nasty wounds >
 Lithglen clambers to his feet.

< 1279h/1279H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP:  nasty wounds >
 An ordinary citizen swiftly follows up his devastating punch with a surprise attack!
-=[An ordinary citizen's fine punch wounds you.]=-
-=[An ordinary citizen's impressive punch strikes you.]=-
-=[An ordinary citizen's punch wounds you.]=-
-=[An ordinary citizen's fine punch wounds you.]=-
An ordinary citizen's sweep catches you in the side and you almost stumble.
[Damage: 50 ] -=[Your mighty bludgeon strikes an ordinary citizen.]=-
[Damage: 71 ] -=[Your crush strikes an ordinary citizen.]=-
[Damage: 85 ] -=[Your bludgeon strikes an ordinary citizen hard.]=-
[Damage: 66 ] -=[Your mighty bludgeon strikes an ordinary citizen hard.]=-
Your battle frenzy fades.
Your battle frenzy fades.
Your battle frenzy fades.

< 1094h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC: small wounds E: ordinary sta EP:  nasty wounds >
 You feel a warm wave going through your body.

< 1160h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  nasty wounds >
 Lithglen starts casting a spell.

< 1160h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  nasty wounds >
 You feel yourself return to normal as your rage abates.

< 1160h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  nasty wounds >
 Lithglen completes his spell...
Lithglen utters the words 'pzaruio garzz'
Upon Lithglen's touch a soft glow flows from his hands and surrounds you.

< 1160h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  nasty wounds >
 You feel a warm wave going through your body.
[Damage: 48 ] -=[Your mighty bludgeon strikes an ordinary citizen.]=-
[Damage: 75 ] -=[Your awesome crush strikes an ordinary citizen very hard.]=-
[Damage: 52 ] -=[Your mighty bludgeon strikes an ordinary citizen hard.]=-
You score a CRITICAL HIT!!!!!
[Damage: 162 ] -=[Your awesome bludgeon enshrouds an ordinary citizen in a mist of blood.]=-

< 1215h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: pretty hurt >
 Lithglen sits down in a comfortable spot.

< 1215h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: pretty hurt >
 Lithglen takes out his holy symbol and begins praying intently.

< 1215h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: pretty hurt >
 You feel a warm wave going through your body.
You parry an ordinary citizen's lunge at you.
You parry an ordinary citizen's lunge at you.
-=[An ordinary citizen's decent punch wounds you.]=-
-=[An ordinary citizen's punch wounds you.]=-

< 1216h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: pretty hurt >
 Lithglen raises his holy symbol and smiles broadly.

< 1216h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP: pretty hurt >
 [Damage: 56 ] -=[Your bludgeon strikes an ordinary citizen very hard.]=-
[Damage: 41 ] -=[Your mighty crush strikes an ordinary citizen very hard.]=-
[Damage: 66 ] -=[Your mighty bludgeon seriously wounds an ordinary citizen.]=-
[Damage: 64 ] -=[Your mighty bludgeon enshrouds an ordinary citizen in a mist of blood.]=-
[Damage: 31 ] -=[Your bludgeon seriously wounds an ordinary citizen.]=-
Skill
1h bludgeon                  100
1h flaying                    40
2h bludgeon                  100
bandage                       40
berserk                       61
blindfighting                 40
carve                         40
climb                         40
double attack                 95
dual wield                    90
fishing                       40
hitall                        40
infuriate                     46
kick                          53
maul                          50
parry                         60
rage                          86
rampage                       57
retreat                       25
riposte                       50
rush                      (obtained at level 51)
salvage                       40
triple attack                 43
unarmed damage                55
vicious strike            (obtained at level 51)
war cry                       45

< 1216h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  awful >
 You feel a warm wave going through your body.
Lithglen clambers to his feet.

< 1257h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP:  awful >
 You parry an ordinary citizen's lunge at you.
-=[An ordinary citizen's decent punch wounds you.]=-
-=[An ordinary citizen's crude punch grazes you.]=-
-=[An ordinary citizen's fine punch wounds you.]=-
An ordinary citizen's kick hits you in your side.

< 1193h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:few scratches E: ordinary sta EP:  awful >
 You feel a warm wave going through your body.

< 1257h/1257H 170v/171V Pos: standing >
< T: Acuru TP: sta TC:excellent E: ordinary sta EP:  awful >
 You miss an ordinary citizen.
[Damage: 64 ] -=[Your mighty crush causes an ordinary citizen to grimace in pain.]=-
[Damage: 85 ] Your wicked bludgeon crushed an ordinary citizen to death.
An ordinary citizen 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 ordinary citizen's last actions in this world.

< 1257h/1257H 170v/171V Pos: standing >
You get a few coins from the corpse of an ordinary citizen.
There were: 3 platinum coins, 25 gold coins. 

< 1257h/1257H 170v/171V Pos: standing >
Ok.
You put 3 platinum, 25 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.

< 1257h/1257H 170v/171V Pos: standing >
Vicious strike
=========================================
Reflexive Skill

High level rangers and berserkers knows how to viciously attack their opponent
This frequently gives the the ability to make additional very damaging attacks.

==See also==
* Berserker
* Ranger
* Skills

< 1257h/1257H 171v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 1257h/1257H 171v/171V Pos: standing >
Within a Ordinary White Washed Dwelling
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
The corpse of an ordinary citizen is lying here.
Jocelyn (Gnome)(tiny) stands here.
Lithglen (Halfling)(small) stands here.

< 1257h/1257H 171v/171V Pos: standing >
You find a secret entrance!

< 1257h/1257H 171v/171V Pos: standing >
You don't find anything you didn't see before.

< 1257h/1257H 171v/171V Pos: standing >
Someone closes the door.

< 1257h/1257H 171v/171V Pos: standing >
The secret seems to be closed.

< 1257h/1257H 171v/171V Pos: standing >
The secret seems to be closed.
You are briefly surrounded by a red aura!
You are knocked to the ground by a Minotaur's mighty bash!
A Minotaur grins as he skewers you with his blood red sword named 'Death Rider'.

< 1207h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at you.
Your soul is engulfed by unbearable pain as a Kobold finishes incanting his spell.
OUCH!  That really did HURT!

< 1077h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: small wounds E: someone sta EP: excellent >
 Lithglen starts casting a spell.

< 1077h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: small wounds E: someone sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at you.
Your soul is engulfed by unbearable pain as a Kobold finishes incanting his spell.
OUCH!  That really did HURT!

< 951h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: small wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at him.
Someone dodges your futile attack.
-=[A Minotaur's fine slash wounds you.]=-
-=[A Minotaur's slash strikes you.]=-
-=[A Minotaur's slash wounds you.]=-

< 894h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 Lithglen completes his spell...
Lithglen utters the words 'pzaruio garzz'
Upon Lithglen's touch a soft glow flows from his hands and surrounds you.

< 894h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: someone sta EP: excellent >
 You feel a warm wave going through your body.

< 949h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: small wounds E: someone sta EP: excellent >
 Jocelyn opens the door.
Someone closes the door.

< 949h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: small wounds E: someone sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at you.
Your soul is engulfed by unbearable pain as a Kobold finishes incanting his spell.
OUCH!  That really did HURT!

< 823h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: someone sta EP: excellent >
 Lithglen sits down in a comfortable spot.

< 823h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: someone sta EP: excellent >
 Lithglen takes out his holy symbol and begins praying intently.

< 823h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: someone sta EP: excellent >
 You clamber to your feet.

< 823h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You are already standing.

< 823h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 823h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 823h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You feel a warm wave going through your body.
A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at you.
Your soul is engulfed by unbearable pain as a Kobold finishes incanting his spell.
OUCH!  That really did HURT!

< 774h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 774h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 774h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: few wounds E: someone sta EP: excellent >
 Lithglen raises his holy symbol and smiles broadly.
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
[Damage: 29 ] -=[Your powerful bludgeon wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You are knocked to the ground by a Minotaur's mighty bash!
A Minotaur grins as he skewers you with his blood red sword named 'Death Rider'.

< 712h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: few wounds E: A Minotaur sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'ofzahzf gajr eughjfbaiqz'
A Kobold points at you.
Your soul is engulfed by unbearable pain as a Kobold finishes incanting his spell.
-=[A Minotaur's powerful slash strikes you.]=-
-=[A Minotaur's slash strikes you.]=-
-=[A Minotaur's powerful slash strikes you.]=-

< 490h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: A Minotaur sta EP: few scratches >
 Jocelyn opens the door.
Someone closes the door.

< 490h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 You feel a warm wave going through your body.
Lithglen clambers to his feet.

< 556h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 Lithglen starts casting a spell.

< 556h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!

< 373h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: someone sta EP: few scratches >
 You feel a warm wave going through your body.

< 446h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 Lithglen completes his spell...
Lithglen utters the words 'pzaruio garzz'
Upon Lithglen's touch a soft glow flows from his hands and surrounds you.

< 446h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 You feel a warm wave going through your body.
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.

< 521h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC: nasty wounds E: A Minotaur sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!

< 324h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: A Minotaur sta EP: few scratches >
 Lithglen sits down in a comfortable spot.

< 324h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: A Minotaur sta EP: few scratches >
 As a Minotaur strikes you, the power of your ancestors fill you with RAGE!
-=[A Minotaur's powerful slash strikes you very hard.]=-
-=[A Minotaur's impressive slash strikes you.]=-
-=[A Minotaur's impressive slash strikes you.]=-
Lithglen takes out his holy symbol and begins praying intently.

< 244h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: A Minotaur sta EP: few scratches >
 Jocelyn opens the door.
Someone closes the door.

< 244h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: someone sta EP: few scratches >
 Jocelyn opens the door.
Someone closes the door.

< 244h/1257H 171v/171V Pos: sitting >
< T: Acuru TP: sit TC:pretty hurt E: someone sta EP: few scratches >
 You clamber to your feet.
Jocelyn opens the door.
Someone closes the door.

< 244h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC:pretty hurt E: someone sta EP: few scratches >
 You feel a warm wave going through your body.
A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 Lithglen raises his holy symbol and smiles broadly.
You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 131h/1257H 171v/171V Pos: standing >
< T: Acuru TP: sta TC: awful E: someone sta EP: few scratches >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
As a Kobold's iceball shatters in your face, you swear you hear taps..
Your claws of dragon Crakkaros of constitution freezes and shatters into million pieces from the intense cold!
Your cape of entrapment freezes and shatters into million pieces from the intense cold!
Your unholy necklace of Baal freezes and shatters into million pieces from the intense cold!
Your leather sleeves studded with rusty iron spikes freezes and shatters into million pieces from the intense cold!