The death of [20 Rogue] Berk (Troll)

in Along the Outer Wall of Sarmiz'Duul

from the perspective of [20 Rogue] Berk (Troll)

<worn on head>       a boreal hide cap
<worn on eyes>       a hydra-scale gorget
<worn on face>       a mask of the minotaur
<worn around neck>   a duergar pendant of undead warding
<worn on body>       a diabolical leather chainmail from The Troll Hills
<worn about body>    a golden cloak of barbarian kings
<worn on back>       a large leather backpack
<worn as quiver>     a quiver smeared with blood [72%]             
<worn about waist>   a tanned centaur hide belt [87%]             
<worn on arms>       some spiked arm plates of adamantite
<worn around wrist>  a gleaming clay bracer from The Docks of Quietus Quay
<worn around wrist>  a patched hide bracelet from Ghore
<worn on hands>      a glowing, clawed talon of a tako demon (illuminating)
<worn on finger>     a fine clay band
<worn on finger>     a cracked hide signet
<secondary weapon>   a jeweled leather dagger
<worn on legs>       some exquisite clay greaves
<worn on feet>       a spit-shined pair of military boots

A black dracolich's decent claw strikes you.]=-
-=[A black dracolich's decent claw strikes you.]=-

< 250h/343H 113v/176V Pos: standing >
< T: Berk TP: sta TC: few wounds E: black sta EP: excellent >
 You attempt to flee...
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
You sense a lifeform nearby.
You flee westward!

< 254h/343H 105v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 258h/343H 105v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
A red dracolich is here, with flesh hanging off its rotting bones.

< 259h/343H 104v/176V Pos: standing >
A red dracolich suddenly attacks YOU!
A red dracolich breathes fire!
The flames cause your skin to smoke!
A red dracolich burns you.
-=[A red dracolich's claw strikes you.]=-

< 223h/343H 104v/176V Pos: standing >
< T: Berk TP: sta TC: few wounds E: red sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 225h/343H 104v/176V Pos: standing >
< T: Berk TP: sta TC: few wounds E: red sta EP: excellent >
 You attempt to flee...
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
You sense a lifeform nearby.
You flee northward!

< 225h/343H 90v/176V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East -South -West
A black dracolich is here, with flesh hanging off its rotting bones.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.

< 227h/343H 89v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West

< 227h/343H 88v/176V Pos: standing >
A black dracolich enters from the west.
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South

< 228h/343H 88v/176V Pos: standing >
A black dracolich enters from the north.
A black dracolich lashes out with its bony tail!
You nimbly dodge the sweep!

< 228h/343H 88v/176V Pos: standing >
-=[A black dracolich's claw strikes you hard.]=-
-=[A black dracolich's decent claw strikes you hard.]=-
You dodge a black dracolich's vicious attack.
A black dracolich lashes out with its bony tail!
You nimbly dodge the sweep!
You attempt to flee...
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
You flee northward!

< 192h/343H 77v/176V Pos: standing >
Inside the Gates of Sarmiz'Duul
   Here, a short entryway is flanked by tall stone walls.  Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger.  The noises of the
city are muffled here, sounding like a dull roar underlying the day.  The
road continues north and south.
Obvious exits: -North -East -South -West
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.

< 195h/343H 80v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South

< 195h/343H 80v/176V Pos: standing >
You feel like a potion could do you good once again.
You feel less righteous.
You feel less righteous.

< 196h/343H 81v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West#

< 198h/343H 82v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South

< 200h/343H 84v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 200h/343H 85v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West#

< 201h/343H 84v/176V Pos: standing >
The door seems to be closed.

< 201h/343H 85v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West#

< 202h/343H 85v/176V Pos: standing >
The door seems to be closed.

< 203h/343H 86v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South

< 204h/343H 86v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 204h/343H 87v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West

< 205h/343H 87v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East
A male commoner stands here.
A male commoner stands here.
An aging but brawny half-orc stands here enjoying life.

< 205h/343H 86v/176V Pos: standing >
You stop using a large leather backpack.

< 209h/343H 92v/176V Pos: standing >
You get a slab of beef from a large leather backpack.

< 210h/343H 92v/176V Pos: standing >
You feel sated already.

< 210h/343H 93v/176V Pos: standing >
You strap a large leather backpack on your back.

< 212h/343H 96v/176V Pos: standing >
A Commoners Dwelling
Obvious exits: -East
A male commoner stands here.
A male commoner stands here.
An aging but brawny half-orc stands here enjoying life.

< 213h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -South -West

< 213h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 214h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West
A male commoner stands here.
A prong-horned antelope stands here.
A wild horse stands here.
A wild horse stands here.
A half-orc shaman stands here, lost in contemplation.

< 215h/343H 96v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 215h/343H 96v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 215h/343H 95v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 216h/343H 95v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West

< 217h/343H 95v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 217h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
Rjinal, the alchemist wanders here.

< 218h/343H 95v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -West

< 218h/343H 95v/176V Pos: standing >
Learett's Fast Deals
   This building is more of a hovel than a shop.  It's obvious that Learett
lives here as well as keep shop.  There is a cornucopia of items here, with
no rhyme or reason as to what he is willing to buy or sell.  There is a long
counter divding the room, and a heavy curtain behind it.  On the counter are
various items for sale.
Obvious exits: -East -Down#
Learett, the fast-deals man, stands here.

< 219h/343H 95v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 219h/343H 95v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 220h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -West

< 223h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
Rjinal, the alchemist wanders here.

< 223h/343H 96v/176V Pos: standing >
Carricks's Supplies
   This shop is small, but tidy.  The lighting is good, provided by a few
paned windows placed on each wall.  Plain wooden floors, walls and counter.
Displayed all aroud are the things that any adventurer might need for a
long travel outside the city walls.
Obvious exits: -North
Carrick, the supply shop owner, stands here.

< 224h/343H 95v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 227h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -South -West
Rjinal, the alchemist wanders here.

< 229h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West

< 230h/343H 96v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 232h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 233h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.

< 234h/343H 96v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East

< 237h/343H 96v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 238h/343H 97v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 238h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.

< 240h/343H 97v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South

< 241h/343H 96v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 243h/343H 97v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 243h/343H 98v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 244h/343H 97v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East
An aging but brawny half-orc stands here enjoying life.

< 245h/343H 96v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 248h/343H 98v/176V Pos: standing >
Red Brick Road
   This road is defined by many rows red bricks that have been planted into
the ground.  Holding the bricks in place appears to be a mortar made from
obsidian mixed with clay.  The road appears to be heavily traveled, as
evidenced by many cracks and chipping in the bricks themselves. However, the
road looks to be fairly well maintained, and offers a firm footing for all
who travel it.
Obvious exits: -North -East -South -West

< 249h/343H 97v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West

< 250h/343H 97v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -West

< 251h/343H 96v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West
An orcish adventurer stands here.

< 252h/343H 96v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -South -West
An aging but brawny half-orc stands here enjoying life.
A sleeping commoner is stretched out, sound asleep.
A sleeping commoner is stretched out, sound asleep.

< 254h/343H 96v/176V Pos: standing >
[Damage: 88 ] A sleeping commoner makes a strange sound but is suddenly very silent as you place an unique flesh dirk in his back.
A sleeping 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 sleeping commoner's death cry reverberates in your head as he falls to the ground.

< 266h/343H 102v/176V Pos: standing >
An orcish adventurer enters from the south.

< 267h/343H 102v/176V Pos: standing >
You get a few coins from the corpse of a sleeping commoner.
There were: 2 gold coins, 5 silver coins, 6 copper coins. 

< 272h/343H 105v/176V Pos: standing >
[Damage: 88 ] A sleeping commoner makes a strange sound but is suddenly very silent as you place an unique flesh dirk in his back.
A sleeping 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 sleeping commoner dies in agony.

< 273h/343H 105v/176V Pos: standing >
You could do it with a needle!

< 279h/343H 108v/176V Pos: standing >
A Commoners Dwelling
Obvious exits: -South -West
Fresh blood covers everything in the area.
[2] The corpse of a sleeping commoner is lying here.
An orcish adventurer stands here.
An aging but brawny half-orc stands here enjoying life.

< 291h/343H 114v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West

< 292h/343H 114v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -South -West
Fresh blood covers everything in the area.
[2] The corpse of a sleeping commoner is lying here.
An orcish adventurer stands here.
An aging but brawny half-orc stands here enjoying life.

< 298h/343H 116v/176V Pos: standing >
You get a few coins from the corpse of a sleeping commoner.
There were: 2 gold coins, 6 silver coins, 6 copper coins. 

< 298h/343H 116v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -West

< 300h/343H 116v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -East -West

< 302h/343H 116v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
A male commoner stands here.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 306h/343H 117v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West

< 308h/343H 117v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East -West
A sleeping commoner is stretched out, sound asleep.

< 312h/343H 118v/176V Pos: standing >
Backstab who?

< 320h/343H 122v/176V Pos: standing >
[Damage: 88 ] A sleeping commoner makes a strange sound but is suddenly very silent as you place an unique flesh dirk in his back.
A sleeping 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 sleeping commoner dies in agony.

< 327h/343H 125v/176V Pos: standing >
You get a few coins from the corpse of a sleeping commoner.
There were: 3 gold coins, 4 silver coins, 6 copper coins. 

< 333h/343H 128v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -South -West
Fresh blood covers everything in the area.
[2] The corpse of a sleeping commoner is lying here.
An orcish adventurer stands here.
An aging but brawny half-orc stands here enjoying life.

< 333h/343H 128v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East -West
Fresh blood covers everything in the area.
The corpse of a sleeping commoner is lying here.

< 338h/343H 129v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West

< 340h/343H 129v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 341h/343H 129v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East

< 343h/343H 130v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South

< 343h/343H 129v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South

< 343h/343H 130v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/343H 131v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
A male commoner stands here.

< 343h/343H 131v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/343H 131v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/343H 132v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East

< 343h/343H 132v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
An aging but brawny half-orc stands here enjoying life.

< 343h/343H 131v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/343H 132v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 343h/343H 133v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West
An orcish adventurer stands here.

< 343h/343H 133v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South -West

< 343h/343H 134v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.

< 343h/343H 133v/176V Pos: standing >
A Commoners Dwelling
   This is a simple commoners dwelling.  All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself.  Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West

< 343h/343H 134v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
An aging but brawny half-orc stands here enjoying life.

< 343h/343H 134v/176V Pos: standing >
A Cobblestone Road
   This road is made from a patchwork of cobblestones planted close together
in the ground.  There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired.  Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -South -West

< 343h/343H 134v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/343H 136v/176V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
   The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town.  No refuse litters the streets,
implying that the roads are policed regularly.  Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East -South
A sightless bogwyrm splashes around in the shallow marshlands.

< 343h/343H 137v/176V Pos: standing >
You withstand a bash from a sightless bogwyrm, who bounces back and falls.
Sorry, you aren't allowed to do that in combat.

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP: excellent >
 [Damage: 18 ] -=[Your slash strikes a sightless bogwyrm.]=-
[Damage: 15 ] -=[Your impressive pierce strikes a sightless bogwyrm.]=-
You miss a sightless bogwyrm.

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP:  small wounds >
 Why don't you just lie down and pretend you're dead instead?

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP:  small wounds >
 A retired soldier enters from the south.

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP:  small wounds >
 A sightless bogwyrm eyes close quickly as your foot flies by its face.

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP:  small wounds >
 You miss a sightless bogwyrm.
[Damage: 18 ] -=[Your impressive pierce strikes a sightless bogwyrm.]=-

< 343h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:excellent E: sightless kne EP:  small wounds >
 A sightless bogwyrm rises to its feet.
A sightless bogwyrm's kick hits you directly in the face.

< 330h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  small wounds >
 A sightless bogwyrm dodges your futile attack.
You score a CRITICAL HIT!!!!!
[Damage: 30 ] -=[Your powerful pierce strikes a sightless bogwyrm very hard.]=-

< 334h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 A sightless bogwyrm laughs at your feeble attempt to kick it from behind.

< 335h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 You dodge a sightless bogwyrm's vicious attack.
A sightless bogwyrm misses you.

< 337h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 A sightless bogwyrm dodges your futile attack.
A sightless bogwyrm dodges your futile attack.

< 342h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 A sightless bogwyrm misses you.
You parry a sightless bogwyrm's lunge at you.
A sightless bogwyrm's kick crashes into your chest.

< 328h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 Addicted to Blood - EXP and Plat Bonus
Kill 30 mobs within 30 minutes
You are 53% complete.
You have 7:49 left.

Bloodlust - Damage Bonus(vs mob only)
Current lust: 100%
You have 4:49 left.

< 330h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 A sightless bogwyrm eyes close quickly as your foot flies by its face.

< 331h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 A Grey Elf snaps into visibility.

< 333h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC:few scratches E: sightless sta EP:  few wounds >
 That last attack was particularly invasive, and you feel your collective wisdom decrease.
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH!  That really did HURT!
A sightless bogwyrm dodges your futile attack.
A sightless bogwyrm dodges your futile attack.
A sightless bogwyrm dodges your futile attack.

< 231h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC: few wounds E: sightless sta EP:  few wounds >
 -=[A sightless bogwyrm's fine bite strikes you.]=-
-=[A sightless bogwyrm's impressive bite strikes you hard.]=-

< 196h/343H 137v/176V Pos: standing >
< T: Berk TP: sta TC: few wounds E: sightless sta EP:  few wounds >
 You crumple to the ground, blood seeping from your ears as your mind is torn to pieces.
Your unique flesh dirk shattered in bits as the tortured body spasms and quivers!