The death of [ 1 Mercenary] Herp (Halfling)

in A Path Near the Center of a Bandit Camp

from the perspective of [ 1 Mercenary] Herp (Halfling)

<worn on head>       a bronze skull cap
<worn on body>       a burnt gem chestplate
<worn about body>    a deerskin cloak
<worn about waist>   a deerskin belt
<worn on arms>       a pair of studded leather sleeves
<worn on hands>      some thick leather gloves
<secondary weapon>   a gleaming flesh morningstar
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots


< 19h/19H 1v/101V Pos: sitting >
You stop sitting around and lay down.

< 19h/19H 2v/101V Pos: on your ass >

< 19h/19H 6v/101V Pos: on your ass >

< 19h/19H 8v/101V Pos: on your ass >

< 19h/19H 10v/101V Pos: on your ass >

< 19h/19H 13v/101V Pos: on your ass >

< 19h/19H 15v/101V Pos: on your ass >

< 19h/19H 18v/101V Pos: on your ass >

< 19h/19H 21v/101V Pos: on your ass >
Pardon?

< 19h/19H 26v/101V Pos: on your ass >
You are already awake...

< 19h/19H 30v/101V Pos: on your ass >
You clamber to your feet.

< 19h/19H 32v/101V Pos: standing >
 
 .****  
 .*@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 31v/101V Pos: standing >
 
 *****  
 **@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 30v/101V Pos: standing >
 
 *****  
 **@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 28v/101V Pos: standing >
 
 *****  
 **@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 27v/101V Pos: standing >
 
 *****  
 **@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 25v/101V Pos: standing >
 
 ****.  
 **@**  
 *****  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 23v/101V Pos: standing >
 
 ***..  
 **@*.  
 ****.  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 22v/101V Pos: standing >
 
 **...  
 **@..  
 ***..  
A Small and Pleasant Forest
Obvious exits: -North -East -South -West

< 19h/19H 20v/101V Pos: standing >
 
   ....^^+.^    
  **.....+...   
 ******..+++..  
 *****.....+..  
 ******@...M..  
 ******....+++  
 *******...+..  
  ******...+.   
   ****....+    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 18v/101V Pos: standing >
 
   ...^^+.^.    
  *.....+....   
 *****..+++...  
 ****.....+...  
 *****.@..M...  
 *****....++++  
 ******...+...  
  *****...+..   
   ***....+.    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 16v/101V Pos: standing >
 
   ..^^+.^..    
  .....+.....   
 ****..+++....  
 ***.....+....  
 ****..@.M....  
 ****....++++M  
 *****...+....  
  ****...+...   
   **....+.^    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 15v/101V Pos: standing >
 
   .^^+.^..^    
  ....+......   
 ***..+++.....  
 **.....+.....  
 ***...@M.....  
 ***....++++M+  
 ****...+....^  
  ***...+....   
   *....+.^.    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 13v/101V Pos: standing >
 
   ^^+.^..^^    
  ...+.......   
 **..+++......  
 *.....+......  
 **....@......  
 **....++++M++  
 ***...+....^.  
  **...+....^   
   ....+.^..    
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
An elite highwayman stands here, protecting the roads of Tharnadia.

< 19h/19H 12v/101V Pos: standing >
An elite highwayman leaves south.
 
   ..+.^^M^M    
  .^^+.^..^^^   
 ....+........  
 **..+++......  
 *.....@......  
 **....+......  
 **....M++++M+  
  **...+....^   
   *...+....    
An Immaculate Stone Highway
Obvious exits: -North -East -South -West

< 19h/19H 11v/101V Pos: standing >
 
   .+.^^M^M.    
  ^^+.^..^^^^   
 ...+.........  
 *..+++.......  
 .....+@......  
 *....+.......  
 *....M++++M++  
  *...+....^.   
   ...+....^    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 11v/101V Pos: standing >
 
   +.^^M^M..    
  ^+.^..^^^^.   
 ..+..........  
 ..+++........  
 ....+.@......  
 ....+........  
 ....+M+++M+++  
  ...+....^..   
   ..+....^.    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 10v/101V Pos: standing >
 
   .^^M^M...    
  +.^..^^^^..   
 .+...........  
 .+++.........  
 ...+..@......  
 ...+.........  
 ...+M+++M++++  
  ..+....^...   
   .+....^.^    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 8v/101V Pos: standing >
 
   ^^M^M....    
  .^..^^^^...   
 +...........M  
 +++..........  
 ..+...@......  
 ..+..........  
 ..+M+++M+++++  
  .+....^....   
   +....^.^^    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 6v/101V Pos: standing >
 
   ^M^M.....    
  ^..^^^^....   
 ...........M.  
 ++...........  
 .+....@......  
 .+...........  
 .+M+++M++++MM  
  +....^.....   
   ....^.^^.    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 5v/101V Pos: standing >
 
   M^M.....*    
  ..^^^^.....   
 ..........M..  
 +...........M  
 +.....@......  
 +............  
 +M+++M++++MMM  
  ....^......   
   ...^.^^..    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 3v/101V Pos: standing >
 
   ^M.....**    
  .^^^^......   
 .........M...  
 ...........M.  
 ......@......  
 .............  
 +M++M++++MM+M  
  ...^.......   
   ..^.^^...    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 1v/101V Pos: standing >
You're too exhausted.

< 19h/19H 1v/101V Pos: standing >
 
   M^....***    
  M^M.....***   
 ..^^^^.......  
 .........M...  
 ......@....M.  
 .............  
 .............  
  M+++M+++MM+   
   ..^......    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 1v/101V Pos: standing >
 
   ^.^^.**^*    
  MM^....****   
 ^M^M.....****  
 ..^^^^.......  
 ......@..M...  
 ...........M.  
 .............  
  ...........   
   +M+M++M++    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 1v/101V Pos: standing >
 
   .^^.**^**    
  M^....*****   
 M^M.....*****  
 .^^^^.......*  
 ......@.M....  
 ...........M.  
 .............  
  ...........   
   ++MMM++++    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 0v/101V Pos: standing >
You're too exhausted.

< 19h/19H 1v/101V Pos: standing >
You drop to your belly.

< 19h/19H 3v/101V Pos: on your ass >
You drift off to sleep.

< 19h/19H 4v/101V Pos: on your ass >

< 19h/19H 6v/101V Pos: on your ass >

< 19h/19H 13v/101V Pos: on your ass >

< 19h/19H 19v/101V Pos: on your ass >

< 19h/19H 25v/101V Pos: on your ass >

< 19h/19H 30v/101V Pos: on your ass >

< 19h/19H 34v/101V Pos: on your ass >
You wake up.

< 19h/19H 40v/101V Pos: on your ass >
You clamber to your feet.

< 19h/19H 42v/101V Pos: standing >
 
   ^^.**^***    
  ^....******   
 M^.....******  
 ^^^^.......**  
 ......@M....*  
 ..........M..  
 .............  
  ...........   
   ++++MM+M+    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 42v/101V Pos: standing >
 
   ^.*******    
  .^^.**^****   
 M^....*******  
 M^.....******  
 ^^^^..@....**  
 .......M....*  
 ..........M..  
  ...........   
   .........    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 40v/101V Pos: standing >
 
   .*******.    
  ^^.**^****.   
 ^....*******.  
 ^.....*******  
 ^^^...@...***  
 ......M....**  
 .........M..*  
  ...........   
   .........    
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West

< 19h/19H 39v/101V Pos: standing >
 
 .****  
 ..@**  
 .....  
A Light and Spacious Forest
Obvious exits: -North -East -South -West

< 19h/19H 37v/101V Pos: standing >
 
 **^**  
 .*@**  
 ..***  
A Light and Spacious Forest
Obvious exits: -North -East -South -West

< 19h/19H 35v/101V Pos: standing >
Outside a Huge Camp
    While the surrounding landscape is rather plain, to the north lies a huge
camp. Roofs of tents and wooden structures can be seen rising above the
tall wooden wall that surrounds that camp. The sound of yelling
can be heard within the camp, punctuated by the occasional scream of pain.
This camp could be a gypsy camp although there is an equally
high chance that it is a home to bandits and slave traders. Smoke
can be seen rising from the center of the camp, presumably from a
massive bonfire burning within.
Obvious exits: -North -South

< 19h/19H 34v/101V Pos: standing >
A Path Near the Camp's Main Entrance
    This dusty trail leads closer to a large gate that leads into the camp.
The noise of the many people inside can be heard here which makes it sound
like it's extremely crowded inside. Although the many tents give the
appearance that this camp is temporary, the massive wall built around the
camp gives a clue that this place is a permanent settlement. Guard towers
built with strategically placed arrow slits and defenses are noticeable in
the distance which gives the idea that this is a camp for warlike nomads
or bandits.
Obvious exits: -North -East -South -West

< 19h/19H 32v/101V Pos: standing >
The Main Entrance to the Bandit Camp
    A massive wooden gate prevents any further advancement to the north.
The road here appears well traveled as heavy traffic constantly passes
through this gate into the camp. The sounds of people can be heard here
louder than ever as the inside of the camp is only metres away. Trails
lead to the south east and west away from the camp to paths on the outside
wall.
Obvious exits: -North -East -South -West
A small brown tinged bottle lies here.
A drunk mercenary guard stands here looking sick from ale.
A drunk mercenary guard stands here looking sick from ale.
A man dressed in strange robes stands here silently scanning the horizon for enemies.

< 19h/19H 32v/101V Pos: standing >
Inside the Entrance to a Bandit Camp
    This area is right inside the gate to the bandit camp. Numerous tents
can be seen inside and smoke from a huge bonfire can be seen towards the
center of the camp. This place appears well traveled as wagon wheel
tracks, hoof prints, and human foot prints can be seen all over the
place. The ground is very firm which makes it an excellent place for
travelling. Directly above is a catwalk with slits at the bottom which
enable the guards to throw stuff at people below. Southwards leads to
a massive gate which leads out of the camp back into the plains. Because
of all the wood used to build this fort an out of control fire would
definitely destroy the entire camp.
Obvious exits: -East -South -West

< 19h/19H 32v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/19H 33v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/19H 33v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -East -West

< 19h/19H 33v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -East -West

< 19h/19H 32v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -East -West

< 19h/19H 32v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center. It can be seen that the western path bends abruptly
to the north.
Obvious exits: -East -West

< 19h/19H 31v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center. A ladder is here which leads to the catwalk above
which is about seven metres off the ground.
Obvious exits: -North -East -Up

< 19h/19H 32v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center. It can be seen that the southern path bends abruptly
to the east.
Obvious exits: -North -South

< 19h/19H 31v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -North -South

< 19h/19H 31v/101V Pos: standing >

< 19h/19H 31v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -North -South

< 19h/19H 30v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center.
Obvious exits: -North -South

< 19h/19H 30v/101V Pos: standing >
Along the Wall of a Bandit Camp
    This path leads right along the interior wall of the bandit camp.
Magically lit torches line the wall every several feet making it possible
for a human to move through here at any time of day. The wall itself is
composed of very tall logs with sharpened spikes at the top making attempts
to scale it impossible. A catwalk is directly above here which gives the
guards a chance to drop stuff on those who walk here. There are not many
footprints on the ground and it is rather quiet here which gives the idea
that this place is not frequently traveled. Numerous tents can be seen
towards the center of the camp and loud noises can be heard from an open
area in the center. The path eastwards leads directly into the bandit
camp where numerous tents can be found to the north and south. Not only
this but the ground here seems strangely disturbed as if someone was
digging here recently.
Obvious exits: -North -East -South -Down#

< 19h/19H 30v/101V Pos: standing >
A Path Leading to the Center of the Bandit Camp
    This narrow path leads between the center of the bandit camp, and to
the road alongside the wall of the camp. To the north is a small tent
while southwards is the northern wall of a wooden structure. Great shouts
can be heard to the east while the road on the west seems much quieter and
less traveled. A giant platform can be faintly seen in the distance along
with a great smoky bonfire.
Obvious exits: -North# -East -West

< 19h/19H 30v/101V Pos: standing >
The Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Exits lead in all directions and numerous tents can be found
on all sides also. Several wooden structures can be seen in the distance
as can a slave pen to the northeast and a cattle pen to the south. This
place makes a perfect gathering place whether it be to prepare for a raid,
to sell slaves, or to watch an execution of a prisoner.
Obvious exits: -North -East -South -West
A bandit walks around here waiting for action to happen.

< 19h/19H 30v/101V Pos: standing >
A human bandit leaves south.

< 19h/19H 31v/101V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. The actual auction is being held to the east where a crowd
of people have gathered. Because this place is so open it would be a bad
place to be caught if the bandits were searching here. To the west is an
entrance to a small tent while southwards leads to the entrance of a wooden
structure. East leads to listening distance of the auction in the center.
Obvious exits: -North -East -South -West#
The corpse of an inexperienced guard is lying here.
A spellbook lies here, discarded.
A small bandage rests upon the ground here.
A magical torch appears to have fallen off the wall here (illuminating)
[2] A steel dagger has been tossed aside here.
A bandit walks around here waiting for action to happen.
A merchant stands here struggling to hear the auctioneer.

< 19h/19H 30v/101V Pos: standing >
The flap seems to be closed.

< 19h/19H 34v/101V Pos: standing >
A Path Near the Center of the Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. A large tent is closeby to the west while southwards is a
rather simple looking wooden building. The sign on the southern door is
very easy to read and in big letters. The actual auction is being held
to the northeast where a crowd of people have gathered.
Obvious exits: -North -East -South# -West#
A wooden sign is tacked to the southern door

< 19h/19H 34v/101V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads to the entrance of a wooden structure.
Obvious exits: -North -East -West

< 19h/19H 34v/101V Pos: standing >
A Path Near the Center of a Bandit Camp
    The ground here has been cleared so that many people can be in here
at once. There is a massive bonfire burning at the center and north of
that is a giant platform which the auctioneer stands on to sell items
or slaves. Southwards is a fence which contains the cattle pen. The actual
auction is being held to the north where a crowd of people have gathered.
Because this place is so open it would be a bad place to be caught if the
bandits were searching here. Eastwards continues the path near the auction
while west leads closeby to the entrance of a wooden structure.
Obvious exits: -North -East -West
The corpse of a Mountain Dwarf is lying here.

< 19h/19H 34v/101V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 19h/19H 34v/101V Pos: standing >
It appears to be the corpse of Thakx.
a heavy mithril bastard sword [superior]
[2] a thick spiked leather bracer
a duergar skin belt
a boar skin cloak
a small round wooden shield
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a bronze skull cap
some light copper sleeves
a burnt gem chestplate
a magical softwood choker
a decent softwood ring from Vella's Bordello
a small pile of coins
[4] a small bandage
a gleaming flesh morningstar
a rugged adventurers satchel (illuminating)

< 19h/19H 37v/101V Pos: standing >
You get a gleaming flesh morningstar from the corpse of Thakx.

< 19h/19H 41v/101V Pos: standing >
You get a rugged adventurers satchel from the corpse of Thakx.

< 19h/19H 47v/101V Pos: standing >
You do not see or have the corse.

< 19h/19H 53v/101V Pos: standing >
You get a burnt gem chestplate from the corpse of Thakx.

< 19h/19H 56v/101V Pos: standing >
You stop using a suit of spiked leather armor.
You shrug into a burnt gem chestplate.

< 19h/19H 62v/101V Pos: standing >
You are using:
<worn on head>       a bronze skull cap
<worn on body>       a burnt gem chestplate
<worn about body>    a deerskin cloak
<worn about waist>   a deerskin belt
<worn on arms>       a pair of studded leather sleeves
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<secondary weapon>   a stout oaken cudgel
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

< 19h/19H 62v/101V Pos: standing >
You get a heavy mithril bastard sword [superior] from the corpse of Thakx.

< 19h/19H 65v/101V Pos: standing >
The snow is coming down faster now.

< 19h/19H 70v/101V Pos: standing >
You stop using a long steel sword.

< 19h/19H 70v/101V Pos: standing >
You stop using a stout oaken cudgel.

< 19h/19H 70v/101V Pos: standing >
You wield a heavy mithril bastard sword [superior].

< 19h/19H 75v/101V Pos: standing >
You wield a gleaming flesh morningstar.

< 19h/19H 77v/101V Pos: standing >
A Path Near the Center of a Bandit Camp
Obvious exits: -North -East -West
The corpse of a Mountain Dwarf is lying here.

< 19h/19H 78v/101V Pos: standing >

		Character attributes for Herp

Level: 1   Race: Halfling   Class: Mercenary 
Age: 38 yrs / 0 mths  Height: 37 inches Weight: 70 lbs  Size: small

STR: excellent        AGI: good              DEX: very good
POW: good             INT: good              WIS: good
CON: very good        CHA: good             LUCK: good

Armor Points: -51  Reduces melee damage taken by 5.1% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: better than average	Damroll: better than average
Alignment: extremely good

Saving Throws: PAR[slightly better than bad]  FEA[slightly better than bad]
               BRE[far worse than average]  SPE[far worse than average]

Load carried: Not a problem

		Character attributes for Herp

Level: 1   Race: Halfling   Class: Mercenary 
Age: 38 yrs / 0 mths  Height: 37 inches Weight: 70 lbs  Size: small

STR: excellent        AGI: good              DEX: very good
POW: good             INT: good              WIS: good
CON: very good        CHA: good             LUCK: good

Armor Points: -51  Reduces melee damage taken by 5.1% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: better than average	Damroll: better than average
Alignment: extremely good

It's a bit nippy here.
Saving Throws: PAR[slightly better than bad]  FEA[slightly better than bad]
               BRE[far worse than average]  SPE[far worse than average]

Load carried: Not a problem

< 19h/19H 79v/101V Pos: standing >
A Path Near the Center of a Bandit Camp
Obvious exits: -North -East -West
The corpse of a Mountain Dwarf is lying here.

< 19h/19H 81v/101V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by a Drow Elf's mighty bash!
A Drow Elf grins as he skewers you with his blood red sword named 'Death Rider'.
Your heavy mithril bastard sword [superior] was completely destroyed by the massive blow!