The death of [51 Pyrokinetic] Gangneng *-* Warlords *-* (Githyanki)

in The Black Marshlands of DarkPeak Valley

from the perspective of [56 Bounty Hunter] Koa -=Celestial Sigil=- (Barbarian)

<worn as a badge>    the mark of the saboteur [71%]
<worn on head>       a crown of burning flames of damage [66%]
<worn on eyes>       the eyes of the High Forest (glowing) [53%]
<worn in ear>        a tiny copper earring of regeneration [73%]
<worn in ear>        a flaming earring [58%]
<worn on face>       mask of the flayed mind of agility
<worn around neck>   an amulet of chaos of dexterity
<worn around neck>   a holy symbol of the Ravenkind of damage (glowing)
<worn on body>       a suit of wickedly-barbed devil hide of damage (humming)
<worn about body>    a long, flowing cape of hellfire of endurance (glowing)
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* (glowing)
<worn about waist>   a black leather belt with a crimson coral buckle of endurance [84%]
<worn on belt buckle>the head of Raxthan [superior]
<attached to belt>   a potion of bubbling goo (glowing)
<worn on arms>       some scintillating sleeves [84%]
<worn around wrist>  a steel wire with a strange blue stone (glowing) [59%]
<worn around wrist>  a bracelet of purple mist [67%]
<worn on hands>      a pair of pale, misty gloves[178h 41m 52s]
<worn on finger>     an obsidian circle of endurance [64%]
<worn on finger>     Zorobabi's circular stone ring [superior]
<primary weapon>     the legendary cutlass 'Sanguine Song' [poor] (glowing) (humming)
<secondary weapon>   Tiamat's poison tail stinger[178h 41m 52s]
<worn on legs>       a pair of vapor leggings [superior] [87%]
<worn on feet>       a pair of dusty boots [superior] (glowing) [54%]

   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Hanghai floats here.
The Caravel Zhihuizhiren floats here.
The Clipper StoneChip floats here.
The Galleon Da D-EVIL floats here.
The Caravel Walking Dead floats here.
The Clipper The Floating Coffin floats here.
The Sloop The Iron Palm floats here.
The Galleon ~The~Elder~Tentacle~ floats here.
The Galleon Campbell's Sloop floats here.
The Yacht Sedition floats here.
The Yacht Rager floats here.
The Ketch a canoe floats here.
The Sloop Sleepa Celly floats here.
The Caravel Olm floats here.
*Selyrics  -=Celestial Sigil=- (Grey Elf)(large) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Selyrics's head. (Illuminating)
An aging but brawny half-orc stands here enjoying life.

< 1308h/1308H 328v/328V Pos: standing >
A faint hum can be heard from the Totem of Mastery carried by Cols.

< 1308h/1308H 328v/328V Pos: standing >
Cols disembarks this ship.

< 1308h/1308H 328v/328V Pos: standing >
You disembark this ship.
The Dock
   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Hanghai floats here.
The Caravel Zhihuizhiren floats here.
The Clipper StoneChip floats here.
The Galleon Da D-EVIL floats here.
The Caravel Walking Dead floats here.
The Clipper The Floating Coffin floats here.
The Sloop The Iron Palm floats here.
The Galleon ~The~Elder~Tentacle~ floats here.
The Galleon Campbell's Sloop floats here.
The Yacht Sedition floats here.
The Yacht Rager floats here.
The Ketch a canoe floats here.
The Sloop Sleepa Celly floats here.
The Caravel Olm floats here.
*Cols  -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
*Selyrics  -=Celestial Sigil=- (Grey Elf)(large) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Selyrics's head. (Illuminating)
An aging but brawny half-orc stands here enjoying life.

< 1308h/1308H 328v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
You board the Caravel Zhihuizhiren.
Aboard the Caravel Zhihuizhiren
Obvious exits: -North -East  -West 

< 1308h/1308H 328v/328V Pos: standing >
On the Bridge of the Caravel Zhihuizhiren
Obvious exits: -North -East  -South -West 

< 1308h/1308H 327v/328V Pos: standing >
Name: Zhihuizhiren                        
-========================================================================-
Captain: Jumosaman            Frags: 0         Status: DOCKED       ID[**]

         53/53       Speed Range: 0-64       Crew: Amateur Crew     
                          Weight: 200,000                              
           ||               Load:  21/100                              
          /..\        Passengers:  1/10                                
         /.26.\        
        /..--..\        Num  Name                 Position   Ammo   Status
        |..26..|        [ 0] Bronze Plated Ram                   Ready
        |......| 110    [ 1] Medium Catapult      Forward     20    Ready
        \__..__/ ---     
        |..||..|/110    [ 3] Diplomat's Flag                   Ready
        |....../         
        |...../|         
        |..../.|         
     66 |33./33|  66     
    --- |--/\--| ---     
     66 |33\/33|  66     
        |......|         
        |__||__|         
        /......\         
        |......|         
        |..16..|         
        |..--..|         
        |..16..|
        \______/    Set Heading: 180  Set Speed: 0     Crew Stamina: 500
                        Heading: 104      Speed: 0     Repair Stock: 200
         33/33 

< 1308h/1308H 328v/328V Pos: standing >
You are not close enough to the edge of the ship to jump out!

< 1308h/1308H 328v/328V Pos: standing >
Aboard the Caravel Zhihuizhiren
Obvious exits: -North -East  -West 
There are Barbarian tracks going north.

< 1308h/1308H 327v/328V Pos: standing >
You disembark this ship.
The Dock
   This short dock is used for ships entering and leaving the city.  Merchants
carrying good, private vessels looking for refitting, and ship of foriegn
officials all must use this dock to enter the city from the sea.  Although
the pier cannot dock more than two or three small ships, there is only a short
walk to the city.
Obvious exits: -North -South
The Galleon Hanghai floats here.
The Caravel Zhihuizhiren floats here.
The Clipper StoneChip floats here.
The Galleon Da D-EVIL floats here.
The Caravel Walking Dead floats here.
The Clipper The Floating Coffin floats here.
The Sloop The Iron Palm floats here.
The Galleon ~The~Elder~Tentacle~ floats here.
The Galleon Campbell's Sloop floats here.
The Yacht Sedition floats here.
The Yacht Rager floats here.
The Ketch a canoe floats here.
The Sloop Sleepa Celly floats here.
The Caravel Olm floats here.
*Cols  -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
*Selyrics  -=Celestial Sigil=- (Grey Elf)(large) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Selyrics's head. (Illuminating)
An aging but brawny half-orc stands here enjoying life.

< 1308h/1308H 327v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 327v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
The Dock
Obvious exits: -North -South
The Galleon Hanghai floats here.
The Caravel Zhihuizhiren floats here.
The Clipper StoneChip floats here.
The Galleon Da D-EVIL floats here.
The Caravel Walking Dead floats here.
The Clipper The Floating Coffin floats here.
The Sloop The Iron Palm floats here.
The Galleon ~The~Elder~Tentacle~ floats here.
The Galleon Campbell's Sloop floats here.
The Yacht Sedition floats here.
The Yacht Rager floats here.
The Ketch a canoe floats here.
The Sloop Sleepa Celly floats here.
The Caravel Olm floats here.
*Cols  -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
*Selyrics  -=Celestial Sigil=- (Grey Elf)(large) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Selyrics's head. (Illuminating)
An aging but brawny half-orc stands here enjoying life.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
Macom who is close by to your north.

< 1308h/1308H 328v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
The Office of Macom, the Shipwright
   This small, one-person building sits on the shore of the bay next to
Sarmiz'Duul.  Macom the Shipwright spends most of his day here, sitting on his
stool, buying old ships, and selling new or refurbished ones.  Any customer
looking for a good deal in ships can find one here.
Obvious exits: -South -West 
Macom, the town shipwright, stands here ready to deal.

< 1308h/1308H 327v/328V 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 -East  -South

< 1308h/1308H 326v/328V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
Macom who is close by to your east.
A dirty beggar who is close by to your south.
A dirty beggar who is close by to your south.
The beggar leader who is close by to your south.

< 1308h/1308H 326v/328V 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# -East # -South -West #
A male commoner stands here.
There are some tracks heading north.

< 1308h/1308H 327v/328V Pos: standing >
The gate seems to be closed.

< 1308h/1308H 327v/328V Pos: standing >
The gate seems to be closed.

< 1308h/1308H 328v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
Ok.

< 1308h/1308H 328v/328V 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 
An orcish adventurer stands here.

< 1308h/1308H 327v/328V Pos: standing >
Ok.

< 1308h/1308H 327v/328V Pos: standing >
The Gates to the Royal Docks
Obvious exits: -North -East  -South# -West 
*Selyrics  -=Celestial Sigil=- (Grey Elf)(large) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Selyrics's head. (Illuminating)
*Cols  -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
An orcish adventurer stands here.
There are some tracks heading north.

< 1308h/1308H 327v/328V Pos: standing >

< 1308h/1308H 327v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.
An orcish adventurer flies through the air, free as a bird!

< 1308h/1308H 327v/328V Pos: standing >
An orcish adventurer leaves east.

< 1308h/1308H 327v/328V Pos: standing >
You feel your skin soften and return to normal.

< 1308h/1308H 327v/328V Pos: standing >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.

< 1308h/1308H 327v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
You feel your skin harden to stone.
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
You quickly scan the area.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
An orcish adventurer who is close by to your east.

< 1308h/1308H 328v/328V Pos: standing >
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 

< 1308h/1308H 327v/328V Pos: standing >
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 

< 1308h/1308H 326v/328V Pos: standing >
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 

< 1308h/1308H 325v/328V Pos: standing >
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 

< 1308h/1308H 327v/328V Pos: standing >
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 
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
There are Barbarian tracks going north.

< 1308h/1308H 326v/328V Pos: standing >
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 

< 1308h/1308H 325v/328V 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 

< 1308h/1308H 327v/328V 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 

< 1308h/1308H 326v/328V 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.

< 1308h/1308H 327v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 327v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 327v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.
A commoner flies through the air, free as a bird!

< 1308h/1308H 327v/328V 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 
There are Halfling tracks going north.

< 1308h/1308H 326v/328V 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 

< 1308h/1308H 325v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.

< 1308h/1308H 328v/328V Pos: standing >

< 1308h/1308H 328v/328V 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 
Cols sneaks in from the south.

< 1308h/1308H 327v/328V 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 

< 1308h/1308H 326v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 326v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V 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  -West 
Cols sneaks in from the east.

< 1308h/1308H 327v/328V 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 

< 1308h/1308H 326v/328V 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
A half-orc shaman stands here, lost in contemplation.
There are Barbarian tracks going north.

< 1308h/1308H 325v/328V 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.
Cols sneaks in from the south.

< 1308h/1308H 327v/328V 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 

< 1308h/1308H 326v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.
Alas, you cannot go that way. . . .

< 1308h/1308H 326v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V 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 male commoner 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.
A burly half-orc gate guard stands here.
There are Barbarian tracks going west.

< 1308h/1308H 327v/328V 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
Selyrics sneaks in from the east.

< 1308h/1308H 326v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V Pos: standing >
Alas, you cannot go that way. . . .

< 1308h/1308H 328v/328V 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 male commoner 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.
A burly half-orc gate guard stands here.
There are some tracks heading east.

< 1308h/1308H 327v/328V Pos: standing >
Ouside the Gates of Sarmiz'Duul
   The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction.  The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South

< 1308h/1308H 326v/328V Pos: standing >
 
   *****+^.^.     
  *^**.*+..^      
 *^..^^*+.^^M ..  
 ++++++++***   .  
 *^...*.@..M.  .  
 **^MMP.^.        
 ****...          
  **...           
   *.             
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 326v/328V Pos: standing >
 
   ****.+^.*.*    
  ******+^.^.     
 **^**.*+..^   *  
 *^..^^*+.^^M ..  
 +++++++@***   .  
 *^...*.P..M.  .  
 **^MMP.^.        
  ***...          
   *...           
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 325v/328V Pos: standing >
 
   *****.+^.*.    
  *******+^.^.    
 ***^**.*+..^     
 **^..^^*+.^^M .  
 *++++++@P***     
 **^...*.+..M.    
 ***^MMP.^.       
  ****...         
   **...          
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 327v/328V Pos: standing >
 
   ******.+^.*    
  ********+^.^.   
 ****^**.*+..^    
 .**^..^^*+.^^M   
 +*+++++@P+***    
 ***^...*.+..M.   
 ****^MMP.^.      
  *****...        
   ***...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 326v/328V Pos: standing >
 
   *******.+^.    
  *********+^.^   
 *****^**.*+..^   
 ..**^..^^*+.^^M  
 ++*++++@P++***   
 ^***^...*.+..M.  
 *****^MMP.^.     
  ******...       
   ****...        
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 325v/328V Pos: standing >
You quickly scan the area.
A displacer beast who is not far off to your south.

< 1308h/1308H 328v/328V Pos: standing >
 
   ******.+^.*    
  ********+^.^.   
 ****^**.*+..^    
 .**^..^^*+.^^M   
 +*++++P@++***    
 ***^...*.+..M.   
 ****^MMP.^.      
  *****...        
   ***...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 
Cols sneaks in from the west.

< 1308h/1308H 327v/328V Pos: standing >
 
   *******+^.^    
  ***^**.*+..^    
 .**^..^^*+.^^M   
 +*+++++P++***    
 ***^...@.+..M.   
 ****^MMP.^.      
 ******...        
  ****...         
   ***.           
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1308h/1308H 326v/328V Pos: standing >
Selyrics plays a song to lift his spirit off the ground.
 
   **^**.*+..^    
  **^..^^*+.^^M   
 +*++++++++***    
 ***^...P.+..M.   
 ****^MM@.^.      
 ******...        
 *****...         
  ****.           
   M^             
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 
A Githyanki (medium)  *-* Warlords *-* is sprawled out, resting.
There are some tracks heading south.
Selyrics sneaks in from the north.

< 1308h/1308H 324v/328V Pos: standing >
Selyrics suddenly attacks a Githyanki!
Selyrics snaps into visibility.
Selyrics's impressive punch wounds a Githyanki.

< 1308h/1308H 328v/328V Pos: standing >
Tackle who?

< 1308h/1308H 328v/328V Pos: standing >
Cols grasps his totem tightly, and begins communing with the spirits.
Cols starts casting an offensive spell.
Cols snaps into visibility.

< 1308h/1308H 328v/328V Pos: standing >
Cols completes his spell...
Cols utters the words 'ofzahzf gsufuh aiojugp'
Cols points at a Githyanki.
A Githyanki SCREAMS in utter anguish, caused by Cols's spiritual assault!

< 1308h/1308H 328v/328V Pos: standing >
You snap into visibility.
You leap at a Githyanki only to realize he is down already.

< 1308h/1308H 328v/328V Pos: sitting >
< T: Selyrics TP: sta TC:excellent E: A Githyanki ass EP:  nasty wounds >
 A faint hum can be heard from the Totem of Mastery carried by Cols.

< 1308h/1308H 328v/328V Pos: sitting >
< T: Selyrics TP: sta TC:excellent E: A Githyanki ass EP:  nasty wounds >
 Selyrics's fine punch wounds a Githyanki.
Selyrics's powerful punch strikes a Githyanki.

< 1308h/1308H 328v/328V Pos: sitting >
< T: Selyrics TP: sta TC:excellent E: A Githyanki ass EP:  nasty wounds >
 Cols starts casting an offensive spell.
Cols snaps into visibility.

< 1308h/1308H 328v/328V Pos: sitting >
< T: Selyrics TP: sta TC:excellent E: A Githyanki ass EP:  nasty wounds >
 Selyrics dodges a Githyanki's attack.
Selyrics blocks a Githyanki's lunge at him.
Selyrics dodges a Githyanki's attack.
Selyrics starts casting an offensive spell.

< 1308h/1308H 328v/328V Pos: sitting >
< T: Selyrics TP: sta TC:excellent E: A Githyanki ass EP:  nasty wounds >
 Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at a Githyanki.
Cols snaps into visibility.
Cols's iceball shatters upon impacting a Githyanki, rending flesh and sending blood flying.
Selyrics completes his spell...
Selyrics utters the word 'gpahhzf'
Selyrics glares at a Githyanki, and begins emanating a HORRIBLE sound!
You wince as Selyrics sends out an agonizing wave of sound at a Githyanki!
A Githyanki's some robes of the arch-magi shattered into a million pieces as the sound wave hit it!
A Githyanki's some moss and fungus-covered sleeves shattered into a million pieces as the sound wave hit it!
A Githyanki is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!