The death of [26 Blighter] Moen (Goblin)

in The Black Marshlands of DarkPeak Valley

from the perspective of [45 Assassin] Fraglo < The Commonwealth > (Dwarf)

<worn as a badge>    a masterly crafted obsidian badge (illuminating) [82%]
<worn on head>       a crown of stars (magic) (glowing) (humming)
<worn on eyes>       the eyes of the High Forest (glowing)
<worn in ear>        a silver tooth earring [76%]
<worn in ear>        a flaming earring [poor]
<worn on face>       a stony granite face (magic) (glowing) [78%]
<worn around neck>   an amulet of petrified dragon eyes [71%]
<worn around neck>   a shiny mithril torque [88%]
<worn on body>       a cuirass emblazoned with the mantis sigil (humming)
<worn about body>    a tangle of magical vine [superior] (magic) (humming) [40%]
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* (magic) (glowing)
<worn about waist>   a mithril belt encrusted with aquamarines [superior]
<worn on belt buckle>a jagged titanium boomerang
<worn on arms>       some platinum linked sleeves of life (magic)[223h 14m 20s]
<worn around wrist>  a bracelet of purple mist [superior] [68%]
<worn around wrist>  a steel wire (magic) (glowing) [82%]
<worn on hands>      the gauntlets of the lifestealer (magic) (glowing) [75%]
<worn on finger>     an obsidian circle [superior] (magic)
<worn on finger>     an obsidian circle of endurance (magic)
<primary weapon>     the dagger of Wind (invis) (magic)[223h 14m 20s]
<secondary weapon>   a slimy troglodyte claw [superior] with a strange black stone (magic)
<worn on legs>       a pair of dusty overalls [superior] [79%]
<worn on feet>       a pair of boots of stealth (magic)

   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

< 694h/694H 329v/330V 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.

< 694h/694H 328v/330V Pos: standing >
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 Yacht Naggun floats here.

< 694h/694H 327v/330V Pos: standing >

< 694h/694H 330v/330V Pos: standing >
---=== For sale ===---
BlackSteel Ingots               26 platinum, and 4 g per crate.

---=== We're buying ===---
Cured Meats                    117 platinum, 5 g, 5 s, and 8 c per crate.
Exotic Foods                   106 platinum, 3 g, 9 s, and 8 c per crate.
Pine Pitch                     104 platinum, and 4 g per crate.
Elven Wines                    144 platinum, 6 g, 4 s, and 8 c per crate.
Bulk Lumber                     99 platinum, 7 g, 9 s, and 2 c per crate.
BlackSteel Ingots               13 platinum, and 2 g per crate.
Bulk Coal                       83 platinum, 1 g, and 6 c per crate.
Silk Cloth                     129 platinum, 1 g, 6 s, and 8 c per crate.
Copper Ingots                  135 platinum, 6 g, 4 s, and 8 c per crate.

To buy cargo, type 'buy cargo <number of crates>'
To sell cargo, type 'sell cargo'

Your cargo manifest
-------------------

Ship Capacity: 10/10

< 694h/694H 330v/330V 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.
There are some tracks heading south.

< 694h/694H 329v/330V 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

< 694h/694H 328v/330V 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 #

< 694h/694H 329v/330V Pos: standing >
Ok.

< 694h/694H 329v/330V 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 
A half-orc warrior stands here, staring ominously.
A male commoner stands here.

< 694h/694H 328v/330V Pos: standing >
Ok.

< 694h/694H 330v/330V Pos: standing >

< 694h/694H 330v/330V 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 

< 694h/694H 329v/330V 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 
A goat trots through the mountain pass.

< 694h/694H 328v/330V 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 

< 694h/694H 327v/330V 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 

< 694h/694H 329v/330V 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 

< 694h/694H 328v/330V 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 

< 694h/694H 327v/330V 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 

< 694h/694H 327v/330V 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: -East  -South -West 

< 694h/694H 328v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 330v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 330v/330V 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: -East  -South -West 

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V 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 orcish adventurer stands here.

< 694h/694H 328v/330V 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 

< 694h/694H 327v/330V 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.
There are some tracks heading north.

< 694h/694H 327v/330V 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 
A sergeant of the city's regular guard stands here.
There are Dwarf tracks going north.

< 694h/694H 328v/330V 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 

< 694h/694H 328v/330V 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 

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 329v/330V Pos: standing >
Autosaving...
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 

< 694h/694H 328v/330V 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 

< 694h/694H 327v/330V Pos: standing >
Alas, you cannot go that way. . . .

< 694h/694H 328v/330V 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

< 694h/694H 329v/330V 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.

< 694h/694H 328v/330V 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 

< 694h/694H 327v/330V 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.

< 694h/694H 327v/330V 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
An aging but brawny half-orc stands here enjoying life.

< 694h/694H 329v/330V 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.

< 694h/694H 328v/330V 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
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.

< 694h/694H 327v/330V Pos: standing >
 
   ****+^.^.    
  ^**.*+..^     
 ^..^^*+.^^  .  
 +++M+++***     
 ^...*.@....    
 *^^**.^D       
 ***...         
  M...          
   .            
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 326v/330V Pos: standing >
 
   ***.M^.*.    
  *****+^.^.    
 *^**.*+..^     
 ^..^^*+.^^  .  
 +++M++@***     
 ^...*.+....    
 *^^**.^D       
  **...         
   ...          
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 327v/330V Pos: standing >
 
   ***.+^.**    
  M***.M^.*.*   
 ******+^.^.    
 *^**.*+..^     
 ^..^^*@.^^  .  
 +++M+++***     
 ^...*.+....    
  ^^**.^D       
   *...         
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 329v/330V Pos: standing >
 
   ****+^***    
  ****.+^.**    
 *M***.M^.*.*   
 ******+^.^.    
 *^**.*@..^     
 ^..^^*+.^^  .  
 +++M+++***     
  ...*.+....    
   ^**.^D       
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 328v/330V Pos: standing >
 
   ****+.**     
  *****+^***    
 *****.+^.**    
 *M***.M^.*.*   
 ******@^.^.    
 *^**.*+..^     
 ^..^^*+.^^  .  
  ++M+++***     
   ..*.+....    
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 327v/330V Pos: standing >
 
   ***+.**      
  ****+^***     
 ****.+^.**     
 M***.M^.*.*    
 *****+@.^.     
 ^**.*+..^   *  
 ..^^*+.^^  ..  
  +M+++***      
   .*.+....     
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East  -South -West 

< 694h/694H 329v/330V Pos: standing >
 
   ***+.*       
  ****+.**      
 *****+^***     
 ****.+^.**     
 M***.M@.*.*    
 *****+..^.     
 ^**.*+..^   *  
  .^^*+.^^  .   
   M+++***      
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East  -South -West 

< 694h/694H 327v/330V Pos: standing >
 
   M**+**       
  ^***+.*       
 ^****+.**      
 *****+^***     
 ****.+@.**     
 M***.M..*.*    
 *****+..^.     
  **.*+..^      
   ^^*+.^^      
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East  -South -West 

< 694h/694H 325v/330V Pos: standing >
 
   ***+**       
  *M**+**       
 .^***+.*       
 ^****+.**      
 *****+@***     
 ****.+..**     
 M***.M..*.*    
  ****+..^.     
   *.*+..^      
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East  -South -West 

< 694h/694H 324v/330V Pos: standing >
 
   .***+**      
  ^*M**+**      
 ^.^***+.*      
 ^^****+.**     
 ******@.***    
 *****.+..**    
 *M***.M..*.*   
  *****+..^.    
   **.*+..^     
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 324v/330V Pos: standing >
 
   ^**M****     
  ^.***+**      
 M^*M**+**      
 ^.^***+.*      
 ^^****@.**     
 ******+.***    
 *****.+..**    
  M***.M..*.*   
   ****+..^.    
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 324v/330V Pos: standing >
 
   ^*******M    
  M^**M****     
 ^^.***+**      
 M^*M**+**      
 ^.^***@.*      
 ^^****+.**     
 ******+.***    
  ****.+..**    
   ***.M..*.    
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 325v/330V Pos: standing >
 
   ^.**+****    
  M^*******M    
 MM^**M****     
 ^^.***+**      
 M^*M**@**      
 ^.^***+.*      
 ^^****+.**     
  *****+.***    
   ***.+..**    
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 326v/330V Pos: standing >
 
   ..**+*^^^    
  .^.**+****P   
 ^M^*******M *  
 MM^**M****     
 ^^.***@**      
 M^*M**+**      
 ^.^***+.*      
  ^****+.**     
   ****+.***    
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 326v/330V Pos: standing >
 
   .M.*+^^..    
  ...**+*^^^.   
 ..^.**+****P*  
 ^M^*******M *  
 MM^**M@***     
 ^^.***+**      
 M^*M**+**      
  .^***+.*      
   ****+.**     
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 329v/330V Pos: standing >
 
   ....+..^^    
  ..M.*+^^..^   
 ....**+*^^^.*  
 ..^.**+****P*  
 ^M^***@***M *  
 MM^**M.***     
 ^^.***+**      
  ^*M**+**      
   ^***+.*      
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 327v/330V Pos: standing >
 
   ....+..^^    
  .....+..^^M   
 ...M.*+^^..^^  
 ....**+*^^^.*  
 ..^.**@****P*  
 ^M^***.***M *  
 MM^**M.***     
  ^.***+**      
   *M**+**      
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 325v/330V Pos: standing >

< 694h/694H 326v/330V Pos: standing >
 
   .......^^    
  .....+..^^M   
  .....+..^^M^  
 ...M.*+^^..^^  
 ....**@*^^^.*  
 ..^.**+****P*  
 ^M^***.***M *  
  M^**M.***     
   .***+**      
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 327v/330V Pos: standing >
You quickly scan the area.
You see nothing.

< 694h/694H 328v/330V Pos: standing >
 
   ....+..^^    
  .....+..^^M   
 ...M.*+^^..^^  
 ....**+*^^^.*  
 ..^.**@****P*  
 ^M^***.***M *  
 MM^**M.***     
  ^.***+**      
   *M**+**      
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 329v/330V Pos: standing >
You quickly scan the area.
A Goblin who is in the distance to your east.

< 694h/694H 329v/330V Pos: standing >
You quickly scan the area.
A Goblin who is in the distance to your east.

< 694h/694H 329v/330V Pos: standing >
 
   ...+..^^M    
  ....+..^^M^   
 ..M.*+^^..^^^  
 ...**+*^^^.**  
 .^.**+@***P.*  
 M^***.***M *   
 M^**M.***      
  .***+**       
   M**+**       
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 328v/330V Pos: standing >
 
   ..+..^^M^    
  ...+..^^M^^   
 .M.*+^^..^^^^  
 ..**+*^^^.*.*  
 ^.**+.@**P..*  
 ^***.***M *    
 ^**M.***       
  ***+**        
   **+**        
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 326v/330V Pos: standing >
 
   .+..^^M^^    
  ..+..^^M^^^   
 M.*+^^..^^^^^  
 .**+*^^^.*..*  
 .**+..@*P..**  
 ***.***M *  *  
 **M.***        
  **+**         
   *+**         
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 325v/330V Pos: standing >
 
   +..^^M^^^    
  .+..^^M^^^.   
 .*+^^..^^^^^*  
 **+*^^^.*...*  
 **+...@P..***  
 **.***M *  **  
 *M.***         
  *+**          
   +**          
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 694h/694H 326v/330V Pos: standing >
 
   ..^^M^^^^    
  +..^^M^^^.^   
 *+^^..^^^^^.*  
 *+*^^^.*....*  
 *+...*@..****  
 *.***M *  ***  
 M.***          
  +**           
   **           
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East  -South -West 
A Goblin (small) stands here. (Non-Fraggable)
There are some tracks heading east.

< 694h/694H 326v/330V Pos: standing >
You snap into visibility.
[Damage: 87 ] -=[A Goblin makes a strange sound as you place the dagger of Wind in his back.]=-
-=[As you strike a Goblin, you are scratched by his thorny skin!]=-
With a swift tug you wrench the weapon free, ramming it into a Goblin's spine!.
[Damage: 42 ] -=[A Goblin makes a strange sound as you place the dagger of Wind in his back.]=-
-=[As you strike a Goblin, you are scratched by his thorny skin!]=-
[Damage: 27 ] -=[A Goblin makes a strange sound as you place a slimy troglodyte claw [superior] with a strange black stone in his back.]=-
A Goblin's superior brass chestplate was completely destroyed by the massive blow!
A Goblin's some hardened copper vambraces was completely destroyed by the massive blow!
A Goblin's bent ring [poor] was completely destroyed by the massive blow!
A Goblin's misshaped steel badge was completely destroyed by the massive blow!
A Goblin is dead! R.I.P.
You receive your share of experience.