The death of [41 Assassin] Krimtad (Troll)

in An Open Air Market

from the perspective of [41 Assassin] Krimtad (Troll)

<worn as a badge>    a police badge [superior]
<worn on eyes>       an enchanted elven eyepatch 'Opticlude' (magic)
<worn in ear>        an emerald earring (magic)
<worn in ear>        a diamond stud covered in blood (magic) (glowing)
<worn on face>       a misty blue mask of gauze
<worn around neck>   the service tags of the squad [poor] (glowing)
<worn on body>       a suit of blood-red leather armor
<worn about body>    a deep hooded cloak of sorrow [86%]
<worn about waist>   a black silk sash
<worn on arms>       some unearthly obsidian arm plates
<worn around wrist>  a steel wire (magic) (glowing)
<worn around wrist>  an elven bracelet of precision [poor] (magic)
<worn on hands>      some diabolical dragonscale gloves from The Fortress of Dreams
<worn on finger>     a polished dragonbone ring [poor]
<worn on finger>     an obsidian circle [poor] (magic)
<secondary weapon>   a jeweled claw of a demon lord [poor] (illuminating)
<worn on legs>       leggings carved from minotaur bones [superior] (magic)
<worn on feet>       some soldier boots with spurs

[Damage: 38 ] Savenge shivers from the unnatural cold as it hits you!

< 398h/743H 138v/171V Pos: kneeling >
< T: Krimtad TP: kne TC: few wounds E: savenge sta EP:  nasty wounds >
 Savenge's powerful crush strikes you.
[Damage: 14 ] Savenge ignites into black flames as it hits you!
[Damage: 21 ] Savenge shivers from the unnatural cold as it hits you!
Savenge's powerful crush strikes you.
[Damage: 15 ] Savenge ignites into black flames as it hits you!
[Damage: 23 ] Savenge shivers from the unnatural cold as it hits you!
Savenge's powerful crush strikes you.
[Damage: 16 ] Savenge ignites into black flames as it hits you!
[Damage: 23 ] Savenge shivers from the unnatural cold as it hits you!

< 336h/743H 138v/171V Pos: kneeling >
< T: Krimtad TP: kne TC: nasty wounds E: savenge sta EP: pretty hurt >
 Savenge's powerful crush strikes you.
[Damage: 14 ] Savenge ignites into black flames as it hits you!
[Damage: 20 ] Savenge shivers from the unnatural cold as it hits you!
Savenge's crush strikes you.
[Damage: 16 ] Savenge ignites into black flames as it hits you!
[Damage: 23 ] Savenge shivers from the unnatural cold as it hits you!
Savenge's powerful crush strikes you hard.
[Damage: 19 ] Savenge ignites into black flames as it hits you!
[Damage: 27 ] Savenge shivers from the unnatural cold as it hits you!

< 272h/743H 138v/171V Pos: kneeling >
< T: Krimtad TP: kne TC: nasty wounds E: savenge sta EP:  awful >
 You scramble madly to your feet!

< 273h/743H 138v/171V Pos: standing >
< T: Krimtad TP: sta TC: nasty wounds E: savenge sta EP:  awful >
 Savenge dodges your futile attack.
[Damage:  7 ] Your pierce strikes Savenge.
Savenge parries your futile lunge at it.
You attempt to flee...
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 
You flee northward!

< 274h/743H 129v/171V 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
Savenge, the Furylord, stands here menacing all around him.(Red Aura)

< 282h/743H 128v/171V Pos: standing >
[Damage: 42 ] Savenge makes a strange sound as you place a barbed dagger in its back.
With a swift tug you wrench the weapon free, ramming it into Savenge's spine!.
[Damage: 44 ] Savenge makes a strange sound as you place a barbed dagger in its back.
[Damage: 35 ] Savenge makes a strange sound as you place a jeweled claw of a demon lord [poor] in its back.
Savenge is incapacitated and will slowly die, if not aided.
Savenge slumps to the ground.

< 283h/743H 128v/171V Pos: standing >
<Savenge returns to normal as its rage abates.

< 292h/743H 128v/171V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 294h/743H 128v/171V Pos: standing >
<[Damage:  8 ] Your impressive pierce hits Savenge.
Savenge is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Krimtad by 370154.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are Savenge's last actions in this world.

< 296h/743H 128v/171V Pos: standing >
Backstab who?

< 297h/743H 128v/171V 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 
An aging but brawny half-orc stands here enjoying life.

< 302h/743H 127v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 303h/743H 126v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 307h/743H 126v/171V Pos: standing >
Anders sings a song to protect him from the world.

< 316h/743H 128v/171V Pos: standing >
You ARE mad!

< 319h/743H 129v/171V Pos: standing >
Anders says 'Our surcharge is 10 percent for exchange to a lower coin-type,'
Anders says '15 percent for an exchange from copper to silver,'
Anders says '25 percent for an exchange from copper or silver to gold,'
Anders says 'and 45 percent for an exchange from a lesser coin to platinum.'

< 321h/743H 129v/171V Pos: standing >
You drop to your belly.

< 329h/743H 131v/171V Pos: on your ass >
You drift off to sleep.

< 330h/743H 131v/171V Pos: on your ass >

< 331h/743H 132v/171V Pos: on your ass >

< 336h/743H 136v/171V Pos: on your ass >
Experience till level: 4223044

< 370h/743H 163v/171V Pos: on your ass >

< 449h/743H 171v/171V Pos: on your ass >

< 469h/743H 171v/171V Pos: on your ass >

< 479h/743H 171v/171V Pos: on your ass >

		Score information for Krimtad

Level: 41   Race: Troll   Class: Rogue / Assassin Sex: Male
Hit points: 510(743)  Moves: 171(171)
Coins carried:   20 platinum   105 gold     8 silver     9 copper
Compression ratio: 84%
Status:  Stretched out, fast asleep.
         Negative Shielded Coldshielded
Frags:   +0.00   Deaths:   3
Detecting:      Evil Good Magic Life Heat
Protected from: Good Lightning Gas Acid
Enchantments:   Ultravision Aware
Combat Pulse:   18 Spell Pulse:  1.20 
Leaderboard Points:  417 

Active Spells:
--------------
well-rested bonus (91 minutes)


< 510h/743H 171v/171V Pos: on your ass >
Skill
1h piercing                  100
apply poison                  40
appraise                      40
awareness                     41
backstab                     100
bandage                       40
blindfighting                 41
carve                         40
circle                        40
climb                         40
control flee              (obtained at level 45)
critical shot             (obtained at level 46)
critical stab             (obtained at level 51)
cursed arrows             (obtained at level 46)
disguise                      40
double attack                 90
dual wield                    89
fishing                       40
garrote                       40
hide                          90
kick                          40
mount                         40
parry                         60
pick lock                     40
ranged weapons                40
retreat                       40
safe fall                     40
salvage                       40
sneak                         70
spinal tap                    88
subterfuge                    40
swim                          40
switch opponents              40
track                         44
unarmed damage                44

< 589h/743H 171v/171V Pos: on your ass >
You wake up.

< 614h/743H 171v/171V Pos: on your ass >
You clamber to your feet.

< 617h/743H 171v/171V Pos: standing >
Anders sings a song to protect him from the world.

< 619h/743H 171v/171V Pos: standing >
You attempt to stab Anders in the back, but their stone skin quickly absorbs the impact before fading away!
You feel your skill in spinal tap improving.
[Damage:  1 ] Anders makes a strange sound as you place a barbed dagger in his back.
With a swift tug you wrench the weapon free, ramming it into Anders's spine!.
[Damage: 60 ] Anders makes a strange sound as you place a barbed dagger in his back.
[Damage:  5 ] Your fine pierce grazes Anders.

< 621h/743H 171v/171V Pos: standing >
< T: Krimtad TP: sta TC: small wounds E: banker sta EP: few scratches >
 Anders misses you.
Anders's fine punch strikes you.
The globe around Anders's body flares as it bears the brunt of your assault!
The globe around Anders's body flares as it bears the brunt of your assault!
Anders misses you.
Anders starts casting an offensive spell.

< 604h/743H 171v/171V Pos: standing >
< T: Krimtad TP: sta TC: small wounds E: banker sta EP: few scratches >
 You attempt to flee...
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 
You flee eastward!

< 608h/743H 163v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money. (casting) 

< 608h/743H 162v/171V Pos: standing >
[Damage: 41 ] Anders makes a strange sound as you place a barbed dagger in his back.
With a swift tug you wrench the weapon free, ramming it into Anders's spine!.
[Damage: 38 ] Anders makes a strange sound as you place a barbed dagger in his back.
[Damage: 35 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.

< 609h/743H 162v/171V Pos: standing >
< T: Krimtad TP: sta TC: small wounds E: banker sta EP:  small wounds >
 Anders completes his spell...
Anders utters the words 'buoblg qrunsoqpze yugh'
Anders's mighty magic fist slams into you!
OUCH!  That really did HURT!

< 411h/743H 162v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  small wounds >
 You attempt to flee...
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 
You flee eastward!

< 415h/743H 149v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 415h/743H 148v/171V Pos: standing >
[Damage: 39 ] Anders makes a strange sound as you place a barbed dagger in his back.
[Damage: 35 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.

< 417h/743H 148v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  few wounds >
 Anders starts singing aloud with a beautiful voice.

< 418h/743H 148v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  few wounds >
 Anders misses you.
Anders misses you.
Anders's fine punch strikes you.
The globe around Anders's body flares as it bears the brunt of your assault!
The globe around Anders's body flares as it bears the brunt of your assault!
Anders starts casting an offensive spell.
You attempt to flee...
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 
You flee eastward!

< 404h/743H 141v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money. (casting) 

< 406h/743H 140v/171V Pos: standing >
[Damage: 43 ] Anders makes a strange sound as you place a barbed dagger in his back.
[Damage: 33 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.
With a swift tug you wrench the weapon free, ramming it into Anders's spine!.
[Damage: 55 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.

< 407h/743H 140v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  few wounds >
 You attempt to flee...
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 
You flee eastward!

< 412h/743H 130v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 416h/743H 129v/171V Pos: standing >
[Damage: 42 ] Anders makes a strange sound as you place a barbed dagger in his back.
[Damage: 34 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.
With a swift tug you wrench the weapon free, ramming it into Anders's spine!.
[Damage: 38 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.

< 418h/743H 129v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 Anders sings a song that disorients you and boggles your senses.

< 421h/743H 129v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 You attempt to flee...
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 
You flee eastward!

< 423h/743H 121v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 425h/743H 120v/171V Pos: standing >
Anders suddenly attacks YOU!
Anders's decent punch strikes you.
The globe around Anders's body flares as it bears the brunt of your assault!
The globe around Anders's body flares as it bears the brunt of your assault!
Sorry, you aren't allowed to do that in combat.

< 410h/743H 120v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 412h/743H 120v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 413h/743H 120v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 413h/743H 120v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 You attempt to flee...
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 
You flee eastward!

< 415h/743H 113v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 415h/743H 112v/171V Pos: standing >
Anders suddenly attacks YOU!
Anders's decent punch strikes you.
The globe around Anders's body flares as it bears the brunt of your assault!
The globe around Anders's body flares as it bears the brunt of your assault!
Sorry, you aren't allowed to do that in combat.

< 402h/743H 112v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 You attempt to flee...
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 
You flee eastward!

< 405h/743H 104v/171V Pos: standing >
Bank of Sarmiz'Duul
   This small stone building houses the bank of the city.  Only one bank has
survived the rigors of this economy, and due mainly to the husky guards that
the banker employs to make sure that his books balance at the end of the
day.  Licensed and supported by the local government, this bank has very
few worries about turning a profit for its labors.
Obvious exits: -East 
A large wooden counter is here, with a sign posted on it.
A half-orc banker stands here, counting his money.

< 406h/743H 103v/171V Pos: standing >
[Damage:  6 ] Your fine pierce wounds Anders.
[Damage: 35 ] Anders makes a strange sound as you place a jeweled claw of a demon lord [poor] in his back.

< 407h/743H 103v/171V Pos: standing >
< T: Krimtad TP: sta TC: few wounds E: banker sta EP:  nasty wounds >
 Anders sings a song that disorients you and boggles your senses.
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 395h/743H 103v/171V Pos: standing >
You attempt to flee...
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -East  -South -West 
You flee eastward!

< 397h/743H 97v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 399h/743H 96v/171V Pos: standing >
Backstab who?

< 400h/743H 96v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 411h/743H 97v/171V Pos: standing >
Backstab who?

< 413h/743H 97v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 417h/743H 97v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -North -East  -South

< 418h/743H 97v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 419h/743H 97v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 423h/743H 97v/171V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -East  -South -West 

< 424h/743H 96v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/743H 96v/171V Pos: standing >
A Paved Obsidian Road
   This road appears to be one long piece of obsidian.  Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete.  The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North -South -West 

< 429h/743H 96v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -North -East  -South

< 431h/743H 95v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 434h/743H 95v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 436h/743H 94v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 

< 437h/743H 94v/171V Pos: standing >
The Gates to the Royal Docks
   This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace.  The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East  -South# -West 

< 440h/743H 93v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 

< 442h/743H 93v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 443h/743H 92v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 445h/743H 92v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 

< 446h/743H 91v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 449h/743H 91v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 451h/743H 90v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -North -East  -South

< 452h/743H 90v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 456h/743H 91v/171V Pos: standing >
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -North -East 
A half-orc shaman stands here, lost in contemplation.

< 457h/743H 90v/171V Pos: standing >
Alas, you cannot go that way. . . .

< 459h/743H 90v/171V Pos: standing >
Backstab who?

< 460h/743H 90v/171V Pos: standing >
You attempt your skills at tracking.

< 470h/743H 92v/171V Pos: standing >
You find traces of tracks leading north.
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -North -East  -South

< 478h/743H 93v/171V Pos: standing >
You find traces of tracks leading north.
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -South -West 

< 497h/743H 96v/171V Pos: standing >
You find traces of tracks leading west.
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 509h/743H 97v/171V Pos: standing >
You find traces of tracks leading west.
Along the Inner Wall of the Royal Docks of Sarmiz'Duul
   This wall protecting the Royal Docks has the same kind of hardy
construction that is used to defend the city in the outer walls.  This wall
looks to be able to easily stave off intruders who might be interested in
assaulting an unprepared member of the royalty, however, the wall only
protects a small area adjacent to the bay, so it is completely ineffective
in repelling a true invasion from the sea.
Obvious exits: -East  -West 

< 523h/743H 99v/171V Pos: standing >
You find traces of tracks leading west.
The Gates to the Royal Docks
   This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace.  The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East  -South# -West 

< 547h/743H 103v/171V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 

< 566h/743H 106v/171V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 
A male commoner stands here.
You feel your skill in track improving.

< 577h/743H 108v/171V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
   This is a large open air market.  Although merchants do sell wares here,
the biggest commodity seems to be meeting others.  Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East  -South -West 
A dirty little beggar plays in the mud.
A dirty little beggar plays in the mud.
A dirty little beggar plays in the mud.
A beggar leader stands here, sneering at everyone.
You feel your skill in track improving.

< 598h/743H 111v/171V Pos: standing >
The beggar leader leaves east.

< 603h/743H 112v/171V Pos: standing >
Autosaving...
A Githzerai enters from the north.
A Centaur snaps into visibility.
[Damage:  3 ] A Centaur ignites into black flames as he hits you!
A Centaur snaps into visibility.
[Damage:  3 ] A Centaur shivers from the unnatural cold as he hits you!
You are knocked to the ground by a Centaur's skillful bash!

< 605h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: small wounds E: A Centaur sta EP: few scratches >
 A Githzerai leaves south.

< 607h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: small wounds E: someone sta EP: few scratches >
 A Centaur snaps into visibility.
A Centaur's impressive slash wounds you.
A Centaur snaps into visibility.
[Damage:  6 ] A Centaur ignites into black flames as he hits you!
A Centaur snaps into visibility.
[Damage:  7 ] A Centaur shivers from the unnatural cold as he hits you!
A Centaur's slash wounds you.
A Centaur snaps into visibility.
[Damage:  6 ] A Centaur ignites into black flames as he hits you!
A Centaur snaps into visibility.
[Damage:  7 ] A Centaur shivers from the unnatural cold as he hits you!
A Centaur's impressive slash wounds you.
A Centaur snaps into visibility.
[Damage:  7 ] A Centaur ignites into black flames as he hits you!
A Centaur snaps into visibility.
[Damage:  7 ] A Centaur shivers from the unnatural cold as he hits you!
A Centaur's slash wounds you.
A Centaur snaps into visibility.
[Damage:  6 ] A Centaur ignites into black flames as he hits you!
A Centaur snaps into visibility.
[Damage:  7 ] A Centaur shivers from the unnatural cold as he hits you!
A Githzerai enters from the south.

< 552h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: few wounds E: A Centaur sta EP: few scratches >
 A Githzerai snaps into visibility.

< 553h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: few wounds E: someone sta EP: few scratches >
 A black rift in space opens next to you, and the master water magus, Skarvv steps out of it grinning.

< 553h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: few wounds E: someone sta EP: few scratches >
 Something comes up, and you abandon the hunt.
That last attack was particularly invasive, and you feel your collective intelligence 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!

< 391h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: few wounds E: someone sta EP: few scratches >
 As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH!  That really did HURT!

< 273h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 Someone dodges your futile attack.
Someone dodges your futile attack.
You miss someone.
A Centaur snaps into visibility.

< 276h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: nasty wounds E: A Centaur sta EP: few scratches >
 Someone assists someone heroically.
A Githzerai snaps into visibility.
A Githzerai's slash strikes you.
The globe around a Githzerai's body flares as it bears the brunt of your assault!
The globe around someone's body flares as it bears the brunt of your assault!

< 260h/743H 114v/171V Pos: sitting >
< T: Krimtad TP: sit TC: nasty wounds E: someone sta EP: few scratches >
 As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
Your barbed dagger shattered in bits as the tortured body spasms and quivers!
Your diamond crown of Winduin shattered in bits as the tortured body spasms and quivers!
Your studded stone collar shattered in bits as the tortured body spasms and quivers!
Your fine leather quiver shattered in bits as the tortured body spasms and quivers!