The death of [25 Shaman] Kroths (Ogre)

in a Well Traveled Path

from the perspective of [25 Shaman] Kroths (Ogre)

<worn on head>       a superior hide crown from Shairak and Smokeveil Forest
<worn on face>       a stitched mask of flesh
<worn around neck>   a frost-rimed granite torque
<worn around neck>   a crude limestone choker
<worn on body>       a suit of smelly animal furs
<worn about waist>   a belt made from assorted skins
<held as shield>     a spiked drow-elven buckler (magic) (glowing)
<worn on finger>     a skin-wrapped marble ring from Shairak and Smokeveil Forest
<worn on feet>       a pair of dwarf-hide boots

You do not see or have the corpse.

< 513h/576H 123v/127V Pos: standing >
You start chanting...

< 513h/576H 123v/127V Pos: standing >
A traveling adventurer enters from the east.

< 513h/576H 123v/127V Pos: standing >
Casting: scorching touch **

< 513h/576H 124v/127V Pos: standing >
You complete your spell...
[Damage: 122 ] Your scorching touch burns out the candle of a peasant commoner years before his time.
A peasant commoner 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 peasant commoner dies in agony.

< 513h/576H 127v/127V Pos: standing >
You failed.

< 514h/576H 127v/127V Pos: standing >
You get a few coins from the corpse of a peasant commoner.
There were: 2 gold coins, 9 silver coins, 11 copper coins. 

< 514h/576H 127v/127V Pos: standing >
A muscular villager enters from the east.

< 514h/576H 127v/127V Pos: standing >
You start chanting...

< 514h/576H 127v/127V Pos: standing >
You complete your spell...
[Damage: 107 ] With your simple touch, a traveling merchant screams and shudders from the sudden searing pain.
A traveling merchant's weak punch grazes you.
A traveling merchant misses you.
A traveling merchant's kick hits you directly in the face.

< 506h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 A traveling merchant dodges your futile attack.

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You start chanting...

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 Casting: scorching touch **

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 Casting: scorching touch *

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 A traveling merchant misses you.
A traveling merchant misses you.

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You complete your spell...
[Damage: 98 ] With your simple touch, a traveling merchant screams and shudders from the sudden searing pain.

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 You miss a traveling merchant.

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 You start chanting...

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 Casting: scorching touch **

< 507h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 A traveling merchant misses you.
A traveling merchant's punch strikes you.

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 Casting: scorching touch *

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 You complete your spell...
[Damage: 110 ] Your scorching touch burns out the candle of a traveling merchant years before her time.
A traveling merchant 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 a traveling merchant.

< 481h/576H 127v/127V Pos: standing >
You don't have that spell memorized.

< 481h/576H 127v/127V Pos: standing >
You don't have that spell memorized.

< 481h/576H 127v/127V Pos: standing >
You don't have that spell memorized.

< 481h/576H 127v/127V Pos: standing >
You get a small pile of coins from the corpse of a traveling merchant.
There were: 1 platinum coin, 13 gold coins, 13 silver coins, 23 copper coins. 

< 481h/576H 127v/127V Pos: standing >
You start chanting...

< 481h/576H 127v/127V Pos: standing >
You feel your skill in shaman spell knowledge improving.

< 481h/576H 127v/127V Pos: standing >
Casting: flameburst *

< 481h/576H 127v/127V Pos: standing >
Casting: flameburst 

< 481h/576H 127v/127V Pos: standing >
You complete your spell...
You point at a muscular villager.
[Damage: 57 ] Your flameburst collides silently with a muscular villager, who screams out in sudden pain.
A muscular villager misses you.
A muscular villager misses you with his clumsy kick at your chest.

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP:  few wounds >
 You miss a muscular villager.
You start chanting...

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP:  few wounds >
 A wandering adventurer enters from the east.

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP:  few wounds >
 You complete your spell...
You point at a muscular villager.
[Damage: 91 ] Your flameburst collides silently with a muscular villager, who screams out in sudden pain.

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
 A muscular villager misses you.

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
 You start chanting...

< 481h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: muscular sta EP: pretty hurt >
 You complete your spell...
You point at a muscular villager.
[Damage: 68 ] Your flameburst collides silently with a muscular villager, who screams out in sudden pain.
A muscular villager is mortally wounded, and will die soon, if not aided.

< 481h/576H 127v/127V Pos: standing >
<A young villager enters from the east.

< 481h/576H 127v/127V Pos: standing >
<[Damage: 50 ] Your kick destroys a muscular villager's arm and caves in one side of his rib cage.
A muscular villager is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A muscular villager's death cry reverberates in your head as he falls to the ground.

< 481h/576H 127v/127V Pos: standing >
A traveling adventurer leaves east.

< 481h/576H 127v/127V Pos: standing >
You get a small pile of coins from the corpse of a muscular villager.
There were: 3 platinum coins, 14 gold coins, 13 silver coins, 15 copper coins. 

< 481h/576H 127v/127V Pos: standing >
a Well Traveled Path
   The ground here is a hard packed dirt.  Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace.  A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West
A buckler is on the ground here gathering dust and dirt.
a tarnished flesh saddle from Shairak and Smokeveil Forest lies here on the ground.
A hand axe is on the ground here collecting dust.
A pair of simple looking boots is on the ground here.
A spiked suit of ringmail is on the ground here gathering dust.
[2] Some padded leather armor is on the ground here gathering dust.
A traveling adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.
A pudgy commoner wanders here looking for something to eat.
A small villager wanders here looking for something to do.
A peasant commoner wanders here with his head held low.

< 481h/576H 125v/127V Pos: standing >
A wandering merchant enters from the east.

< 481h/576H 125v/127V Pos: standing >
A small villager enters from the east.

< 481h/576H 125v/127V Pos: standing >
You don't have that spell memorized.

< 481h/576H 125v/127V Pos: standing >
You start chanting...

< 482h/576H 125v/127V Pos: standing >
Autosaving...

< 482h/576H 125v/127V Pos: standing >
A traveling adventurer leaves west.

< 482h/576H 125v/127V Pos: standing >
A wandering merchant leaves east.

< 482h/576H 127v/127V Pos: standing >
A small villager leaves east.

< 482h/576H 127v/127V Pos: standing >
A traveling adventurer enters from the west.

< 482h/576H 127v/127V Pos: standing >
You complete your spell...
You point at a pudgy commoner.
[Damage: 83 ] Your flameburst collides silently with a pudgy commoner, who screams out in sudden pain.
A pudgy commoner misses you.
A pudgy commoner misses you.
A pudgy commoner's kick crashes into your chest.

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 A pudgy commoner dodges your futile attack.
Hint: Typing "aggressive 0" will make you automatically attack any aggressive monsters that enter the room. Type "aggressioff" to turn this off.

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 You start chanting...

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 Casting: flameburst **

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 Casting: flameburst *

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 Casting: flameburst 

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 A pudgy commoner misses you.
A pudgy commoner misses you.

< 476h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: pudgy sta EP:  nasty wounds >
 You complete your spell...
You point at a pudgy commoner.
[Damage: 153 ] With a burst of heat, a pudgy commoner is burnt to a crisp.
A pudgy commoner 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 a pudgy commoner's last actions in this world.

< 476h/576H 127v/127V Pos: standing >
You start chanting...

< 476h/576H 127v/127V Pos: standing >
Casting: flameburst **

< 476h/576H 127v/127V Pos: standing >
Casting: flameburst *

< 476h/576H 127v/127V Pos: standing >
A wandering adventurer enters from the east.

< 476h/576H 127v/127V Pos: standing >
You complete your spell...
You point at a peasant commoner.
[Damage: 110 ] With a burst of heat, a peasant commoner is burnt to a crisp.
A peasant commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a peasant commoner cause a sickening chill to run up your spine.

< 476h/576H 127v/127V Pos: standing >
You get a small pile of coins from the corpse of a peasant commoner.
There were: 1 platinum coin, 13 gold coins, 6 silver coins, 10 copper coins. 

< 476h/576H 127v/127V Pos: standing >
You failed.

< 476h/576H 127v/127V Pos: standing >
a Well Traveled Path
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A buckler is on the ground here gathering dust and dirt.
a tarnished flesh saddle from Shairak and Smokeveil Forest lies here on the ground.
A hand axe is on the ground here collecting dust.
A pair of simple looking boots is on the ground here.
A spiked suit of ringmail is on the ground here gathering dust.
[2] Some padded leather armor is on the ground here gathering dust.
A wandering adventurer roams here looking for some excitement.
A traveling adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.
A small villager wanders here looking for something to do.

< 476h/576H 127v/127V Pos: standing >
the corpse of a peasant commoner does not contain the coins.

< 476h/576H 127v/127V Pos: standing >
You failed.

< 476h/576H 127v/127V Pos: standing >
A wandering adventurer enters from the east.

< 476h/576H 127v/127V Pos: standing >
A wandering merchant enters from the east.
You start chanting...

< 476h/576H 127v/127V Pos: standing >
You lost your concentration!
You abort your spell before it's done!

< 476h/576H 127v/127V Pos: standing >
You start chanting...

< 477h/576H 127v/127V Pos: standing >
You lost your concentration!
You abort your spell before it's done!

< 477h/576H 127v/127V Pos: standing >
You start chanting...

< 478h/576H 127v/127V Pos: standing >
A young villager enters from the west.

< 478h/576H 127v/127V Pos: standing >
A wandering merchant enters from the east.

< 478h/576H 127v/127V Pos: standing >
Casting: molten spray 

< 478h/576H 127v/127V Pos: standing >
You complete your spell...
You point at a wandering merchant.
[Damage: 108 ] Your blast of molten spray slams into a wandering merchant, burning holes into his flesh.
A wandering merchant's weak punch wounds you.
A wandering merchant misses you.
A wandering merchant's kick hits you in your side.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 A wandering merchant dodges your futile attack.
You start chanting...

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 Casting: flameburst 

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 A wandering merchant misses you.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You complete your spell...
You point at a wandering merchant.
[Damage: 47 ] Your flameburst collides silently with a wandering merchant, who screams out in sudden pain.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You don't have that spell memorized.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 [Damage:  5 ] Your impressive punch wounds a wandering merchant.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You start chanting...

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 A wandering merchant misses you.
A wandering merchant misses you.

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 Casting: scalding blast ***

< 463h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 Casting: scalding blast **
You dodge a wandering merchant's vicious attack.
A wandering merchant's decent punch wounds you.
A wandering merchant's kick hits you in your side.

< 443h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP:  few wounds >
 You complete your spell...
You point at a wandering merchant.
[Damage: 114 ] A scalding column of acid flies from your outstretched arms, melting flesh off of a wandering merchant.

< 443h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 A wandering merchant dodges your futile attack.
You start chanting...

< 443h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 Casting: scalding blast ******
A wandering merchant's punch wounds you.

< 438h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 Casting: scalding blast *****

< 438h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 Casting: scalding blast ***

< 438h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 A traveling merchant leaves west.
Someone completes his spell...
Someone utters the words 'zasaf ghfutz'
The vapors have increased your precision.

< 438h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: small wounds E: merchant sta EP: pretty hurt >
 A wandering merchant's fine punch wounds you.

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: pretty hurt >
 Casting: scalding blast *

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: pretty hurt >
 You feel your skill in shaman spell knowledge improving.

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: pretty hurt >
 A wandering adventurer leaves east.
Someone completes his spell...
Someone utters the words 'zasaf abrazak'
You feel the protection of the winds and storms flow through you.
You complete your spell...
You point at a wandering merchant.
[Damage: 123 ] Your scalding column of acid fatally dissolves a wandering merchant's hide.
A wandering merchant 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 a wandering merchant's last actions in this world.

< 425h/576H 127v/127V Pos: standing >
The sun starts to set in the south.

< 425h/576H 127v/127V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 425h/576H 127v/127V Pos: standing >
You get a handful of coins from the corpse of a wandering merchant.
There were: 2 platinum coins, 7 gold coins. 

< 425h/576H 127v/127V Pos: standing >
You start chanting...
A wandering merchant suddenly attacks YOU!
A wandering merchant misses you.

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 Casting: scalding blast *****

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 Casting: scalding blast ****

< 425h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 A wandering merchant misses you.
A wandering merchant misses you.
A wandering merchant's kick crashes into your chest.

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 Casting: scalding blast *

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 A wandering adventurer leaves west.

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP: excellent >
 You complete your spell...
You point at a wandering merchant.
[Damage: 192 ] A scalding column of acid flies from your outstretched arms, melting flesh off of a wandering merchant.

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 You start chanting...

< 418h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A wandering merchant misses you.
A wandering merchant's impressive punch strikes you.

< 388h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 Casting: scalding blast ******

< 388h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A young villager enters from the west.

< 388h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A wandering merchant's weak punch wounds you.
A wandering merchant misses you.

< 383h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A Halfling completes his spell...
A Halfling utters the words 'aihuwahhzf qarruguai'
A black rift opens in which you see stars and comets when suddenly small black orbs come pouring out crashing into you!

< 383h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A young villager enters from the west.

< 383h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  nasty wounds >
 A Halfling completes his spell...
A Halfling utters the words 'aihuwahhzf qarruguai'
More small black orbs come rushing out of the rift swarming you!
You complete your spell...
You point at a wandering merchant.
[Damage: 98 ] A scalding column of acid flies from your outstretched arms, melting flesh off of a wandering merchant.

< 383h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 You start chanting...

< 383h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 A wandering merchant misses you.
A wandering merchant's weak punch wounds you.
A wandering merchant's kick hits you in your side.

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 A young villager leaves west.

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 Casting: scalding blast ******

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 A Halfling completes his spell...
A Halfling utters the words 'aihuwahhzf qarruguai'
More small black orbs come rushing out of the rift swarming you!

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 You feel your skill in shaman spell knowledge improving.

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 Casting: scalding blast ***

< 370h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: few wounds E: merchant sta EP:  awful >
 A Halfling completes his spell...
A Halfling utters the word 'qawzh'
Without any hope of avoiding it, a Halfling's comet blasts next to you, sending you reeling, burnt and stunned.
OUCH!  That really did HURT!
A wandering merchant misses you.
A wandering merchant misses you.

< 253h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: nasty wounds E: merchant sta EP:  awful >
 Tiny orbs of anti-matter COLLIDE into you absorbing your very flesh!

< 206h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: nasty wounds E: merchant sta EP:  awful >
 Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 206h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: nasty wounds E: merchant sta EP:  awful >
 You feel your skill in shaman spell knowledge improving.

< 206h/576H 127v/127V Pos: standing >
< T: Kroths TP: sta TC: nasty wounds E: merchant sta EP:  awful >
 You complete your spell...
You point at a wandering merchant.
[Damage: 150 ] Your scalding column of acid fatally dissolves a wandering merchant's hide.
A wandering merchant 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 a wandering merchant.

< 206h/576H 127v/127V Pos: standing >
A Halfling completes his spell...
A Halfling utters the word 'qawzh'
Without any hope of avoiding it, a Halfling's comet blasts next to you, sending you reeling, burnt and stunned.
OUCH!  That really did HURT!

< 125h/576H 127v/127V Pos: standing >
You get a few coins from the corpse of a wandering merchant.
There were: 1 platinum coin, 12 gold coins. 

< 125h/576H 127v/127V Pos: standing >
You attempt to flee...
a Well Traveled Path
   The path here seems to be rather well traveled.  The ground here has been
packed down very tightly.  Small pebbles and faded footprints adorn the ground
here.  The songs of birds can be heard, carried by the winds of Odin.  The air
here is crisp, pure and fresh.  The path continues on to the North and to the
West.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A small chunk of pure silver has been left here.
A spiked suit of ringmail is on the ground here gathering dust.
Some padded leather armor is on the ground here gathering dust.
A wandering adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.
A wandering merchant wanders here looking to buy some wares.
You flee eastward!

< 125h/576H 96v/127V Pos: standing >
a Well Traveled Path
   This hard dirt path seems to be rather well traveled.  Many footprints are
on the ground, leading off into different directions.  The air here is pure and
fresh, the songs of birds ring out loudly here.  Sounds of villagers can be
heard seemingly from all around you.  A calm cool breeze blows here causing
some leaves to blow past.
Obvious exits: -North -South
Fresh blood splatters cover the area.
Some padded leather armor is on the ground here gathering dust.
Some tempered bronze has been left here, shining.
A spiked suit of ringmail is on the ground here gathering dust.
[3] A buckler is on the ground here gathering dust and dirt.
[5] A hand axe is on the ground here collecting dust.
A muscular villager wanders here looking to start a fight.
A small villager wanders here looking for something to do.
A traveling adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.

< 125h/576H 94v/127V Pos: standing >
a Well Traveled Path
   Hard packed dirt makes up the ground here.  Crushed leaves, snapped twigs,
small stones, and remnants of footprints adorn the ground.  The soothing sounds
of the majestic bird songs ring out loudly in this area.  The sound fills this
place with a strong feeling of utter peace.  A calm cool breeze blows causing
some of the leaves to blow around the ground.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A crafting recipe lies here collecting dust.
A buckler is on the ground here gathering dust and dirt.
A hand axe is on the ground here collecting dust.
A muscular villager wanders here looking to start a fight.
A wandering merchant wanders here looking to buy some wares.
A peasant commoner wanders here with his head held low.
A small villager wanders here looking for something to do.
A wandering merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
A village commoner wanders here in search of something to do.
A village commoner wanders here in search of something to do.

< 125h/576H 93v/127V Pos: standing >
a Well Traveled Path
   This hard dirt path seems to be rather well traveled.  Broken twigs and
traces of footprints are present on the ground.  Sounds of villagers can be
heard laughing and joking.  The songs of birds cascade on the cool calm breeze.
The air here is crisp, cool, and pure, creating a mystic mood of peace.  The
path continues on to the South and West.  There appears to be a thinning of
the thick brush to the north.
Obvious exits: -North -South -West
[2] A pair of obsidian and steel boots lies here.

< 125h/576H 91v/127V Pos: standing >
Tiny orbs of anti-matter COLLIDE into you absorbing your very flesh!
You wish that your wounds would stop BLEEDING so much!
Within Smokeveil Forest
   The forest here seems to be very well traveled, with what appear to be
footprints leading to the south.  You hear those sounds you have been hearing
again, only this time you can kinda make them out.  They seem to be someone
speaking to someone else, they are coming from the south.  Perhaps there is a
village near by here, or maybe you are just hearing things.  The sounds fade to
the winds and only the songs of the birds are heard.  You start to wonder if
you are alone in this peaceful place.  The forest continues to the North and
East.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
A humming bird is here flying from flower to flower.
A small sparrow flaps his wings frantically.
A small sparrow flaps his wings frantically.
A majestic bluejay circles here looking for food.

< 71h/576H 89v/127V Pos: standing >
A small sparrow leaves north.

< 71h/576H 90v/127V Pos: standing >
a Well Traveled Path
   This hard dirt path seems to be rather well traveled.  Broken twigs and
traces of footprints are present on the ground.  Sounds of villagers can be
heard laughing and joking.  The songs of birds cascade on the cool calm breeze.
The air here is crisp, cool, and pure, creating a mystic mood of peace.  The
path continues on to the South and West.  There appears to be a thinning of
the thick brush to the north.
Obvious exits: -North -South -West
Puddles of fresh blood cover the ground.
[2] A pair of obsidian and steel boots lies here.

< 71h/576H 88v/127V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path is rather well traveled.  The songs of birds fill this
place with majestic peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -East -West
Fresh blood covers everything in the area.
A spiked suit of ringmail is on the ground here gathering dust.
[4] A hand axe is on the ground here collecting dust.
A small child wanders here in search of his mother.
A village commoner wanders here in search of something to do.
A village warrior wanders here looking for signs of trouble.
A peasant commoner wanders here with his head held low.
A small child wanders here in search of his mother.

< 71h/576H 86v/127V Pos: standing >
a Well Traveled Path
   The feel of life is great and grand here.  The majesticly beautiful songs of
birds are carried by the swirling wind.  The sounds of villagers moving around
also invades the purity of the air.  The ground here is a very hard packed
dirt.  The path seems to be rather well traveled with broken twigs, crushed
leaves, and faded footprints adorning the ground.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
A buckler is on the ground here gathering dust and dirt.
[2] A hand axe is on the ground here collecting dust.
A spiked suit of ringmail is on the ground here gathering dust.
A wandering merchant wanders here looking to buy some wares.
A village commoner wanders here in search of something to do.
A small child wanders here in search of his mother.

< 71h/576H 84v/127V Pos: standing >
a Well Traveled Path
   The ground here is a hard packed dirt.  Many broken twigs, brittle leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace.  A calm gentle breeze blows here causing some brittle leaves to fly
about.
Obvious exits: -East -South# -West
Puddles of fresh blood cover the ground.
A village warrior wanders here looking for signs of trouble.
A small child wanders here in search of his mother.

< 71h/576H 83v/127V Pos: standing >
a Well Traveled Path
   Hard packed dirt makes up the ground here.  Brittle leaves, snapped twigs,
small stones, and remnants of footprints adorn the ground.  The soothing sounds
of the majestic bird songs ring out loudly in this area.  The sound fills this
place with a strong feeling of utter peace.  A calm cool breeze blows causing
some of the leaves to blow around the ground.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A village champion wanders here looking to start a fight.
A village warrior wanders here looking for signs of trouble.
A muscular villager wanders here looking to start a fight.

< 71h/576H 81v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 71h/576H 81v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 72h/576H 82v/127V Pos: standing >
The Fountain of Shairak
   This is the grand fountain of Shairak, this is where the residents
celebrate Walpurgisnacht.  The waters of the fountain are a very cool and
refreshing deep azure blue.  The water sparkles in the light, creating an odd
effect upon the eyes.  To the east is a rotted cottage that seems to be an old
leather shop.  To the west is a lavish home, that seems to be the abode of a
rather well to do villager.  The well traveled path continues on to the north
and to the south.
Obvious exits: -North -East# -South -West
Fresh blood splatters cover the area.
A spiked suit of ringmail is on the ground here gathering dust.
[2] A pair of simple looking boots is on the ground here.
A spiked mace is on the ground abandoned by its previous master.
Some padded leather armor is on the ground here gathering dust.
The Fountain of Shairak rests here water glistening in the dim light. (magic)
A muscular villager wanders here looking to start a fight.
A pudgy commoner wanders here looking for something to eat.
A tiny infant has been abandoned here, left to die.

< 72h/576H 82v/127V Pos: standing >
A Well Traveled Path
   The ground here is a hard packed dirt.  Many broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
relaxing songs of birds ring out bringing a feeling of absolute and boundless
peace.  A calm gentle breeze blows here causing some charred leaves to circle
and sway in a dance of pure chaos.
Obvious exits: -North# -East# -South -West
A gnoby piece of wood, perhaps a small mace, lies here.
[2] A rather large shield is on the ground here gathering dust.
A spiked mace is on the ground abandoned by its previous master.
[2] A spiked suit of splint mail is on the ground here.
A buckler is on the ground here gathering dust and dirt.
[3] A spiked suit of ringmail is on the ground here gathering dust.
[5] A hand axe is on the ground here collecting dust.

< 72h/576H 81v/127V Pos: standing >
Tiny orbs of anti-matter COLLIDE into you absorbing your very flesh!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 16h/576H 82v/127V Pos: standing >
You stop using a small limestone totem.

< 16h/576H 83v/127V Pos: standing >
A pudgy commoner enters from the south.

< 16h/576H 84v/127V Pos: standing >
The black orbs crash into you and invade your very center causing your brain and internal organs to shut down.