The death of [47 Shadowmage] Ashes (Vampire)

in The Soldiers' Barracks

from the perspective of [56 Ice Reaver] Sor Brewed in Blood (Goblin)

<worn as a badge>    a necromantic death shroud of health [76%]
<worn on head>       the helm of the Pit of dexterity (magic) (glowing)
<worn on eyes>       the eyes of undead fire [superior] (magic) (glowing)
<worn in ear>        an anti-matter earring of damage
<worn in ear>        a mithril stud carved like a fist of health (magic)
<worn on face>       a wad of spawn goo of health (magic) (humming)
<worn around neck>   the bloody eyeballs on a sinew of precision
<worn around neck>   the bloody eyeballs on a sinew of damage [73%]
<worn on body>       the chameleon suit of transformation of dexterity [81%]
<worn about body>    a cloak of protection of damage (magic) [74%]
<worn on back>       a large leather backpack [89%]
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* of endurance (magic) (glowing) [85%]
<worn about waist>   the spiked circles of bloodletting of agility (humming) [84%]
<worn on belt buckle>an obsidian buckle named "Rage" (magic) (glowing) (humming)[186h 57m 13s]
<worn on arms>       some mithril-plated gnomish arm enhancers of intelligence (humming)
<worn around wrist>  a bracelet of purple mist of strength
<worn around wrist>  a bracelet of dracolich hide of strength (magic) (humming) [78%]
<worn on hands>      a pair of vampiric dragonscale gauntlets of endurance (magic)
<worn on finger>     a shiny crimson ring of damage (magic)
<worn on finger>     Zorobabi's circular stone ring of constitution [85%]
<primary weapon>     the mace of light and darkness (magic) (chilling) (icy)[133h 39m 39s]
<secondary weapon>   an astral metal hammer named 'Frozen Star' of precision (magic) (glowing) (humming) (chilling) (icy) [82%]
<worn on legs>       some misty green leg plates of dexterity [85%]
<worn on feet>       some boots of werewolf fur of precision (magic) [61%]

   The desert sun beats down from the sky relentlessly. Very few creatures
escape its heat, even those who dwell underneath the ground feel it severely.
The desert's indigenous life struggles to survive during the day, for water
is scarce and plants are nearly nonexistent, for all practical purposes this
desert is barren. During the night the temperatures drop sharply and many of
the nocturnal creatures come out to feed themselves. One of the many mysteries
of the desert is how so many nocturnal creatures manage to feed themselves
so well on plants and each other alike, not only do they manage to survive, but
they seem to thrive as well. The desert dune slopes in all directions, nothing
but sand can be seen. Very few people know the secrets of the desert, and very
few still could actually cross such a great dune as this.
Obvious exits: -North -East  -South -West 

< 942h/942H 237v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
   The desert sun beats down from the sky relentlessly. Very few creatures
escape its heat, even those who dwell underneath the ground feel it severely.
The desert's indigenous life struggles to survive during the day, for water
is scarce and plants are nearly nonexistent, for all practical purposes this
desert is barren. During the night the temperatures drop sharply and many of
the nocturnal creatures come out to feed themselves. One of the many mysteries
of the desert is how so many nocturnal creatures manage to feed them
so well on plants and each other alike, not only do they manage to survive, but
they seem to thrive as well. The desert dune slopes in all directions, nothing
but sand can be seen. Very few people know the secrets of the desert, and very
few still could actually cross such a great dune as this.
Obvious exits: -North -East  -South
A desert arachnid is here.

< 942h/942H 236v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
   The desert sun beats down from the sky relentlessly. Very few creatures
escape its heat, even those who dwell underneath the ground feel it severely.
The desert's indigenous life struggles to survive during the day, for water
is scarce and plants are nearly nonexistent, for all practical purposes this
desert is barren. During the night the temperatures drop sharply and many of
the nocturnal creatures come out to feed themselves. One of the many mysteries
of the desert is how so many nocturnal creatures manage to feed them
so well on plants and each other alike, not only do they manage to survive, but
they seem to thrive as well. The desert dune slopes in all directions, nothing
but sand can be seen. Very few people know the secrets of the desert, and very
few still could actually cross such a great dune as this.
Obvious exits: -North -East  -South
A small spider searches for something to eat.
A desert arachnid is here.

< 942h/942H 236v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
   The desert sun beats down from the sky relentlessly. Very few creatures
escape its heat, even those who dwell underneath the ground feel it severely.
The desert's indigenous life struggles to survive during the day, for water
is scarce and plants are nearly nonexistent, for all practical purposes this
desert is barren. During the night the temperatures drop sharply and many of
the nocturnal creatures come out to feed themselves. One of the many mysteries
of the desert is how so many nocturnal creatures manage to feed them
so well on plants and each other alike, not only do they manage to survive, but
they seem to thrive as well. The desert dune slopes in all directions, nothing
but sand can be seen. Very few people know the secrets of the desert, and very
few still could actually cross such a great dune as this.
Obvious exits: -North -East 

< 942h/942H 236v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 237v/240V Pos: standing >
Brief mode on.

< 942h/942H 239v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 240v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 240v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
Obvious exits: -N -E -S
A small spider searches for something to eat.
A desert arachnid is here.

< 942h/942H 238v/240V Pos: standing >

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
Obvious exits: -N -E

< 942h/942H 236v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 236v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
Obvious exits: -N -E -S -W
A desert arachnid is here.

< 942h/942H 235v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: In the Heart of the Open Desert
</map>
In the Heart of the Open Desert
Obvious exits: -N -SW

< 942h/942H 235v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 236v/240V Pos: standing >
In the Heart of the Open Desert
Obvious exits: -N -SW
*Semat Caskling Brewed in Blood (Orc)(medium) stands in mid-air here.(Red Aura)

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Shoppe of the Traveling People
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Shoppe of the Traveling People
</map>
A Shoppe of the Traveling People
Obvious exits: -S -W -NE
A roasting fire cooks some meat. (illuminating)
A large caravan has set up shoppe.
A tinker sits on a stool next to the wagon.

< 942h/942H 238v/240V Pos: standing >
You are using:
<worn as a badge>    a necromantic death shroud of health [76%]
<worn on head>       the helm of the Pit of dexterity (magic) (glowing)
<worn on eyes>       the eyes of undead fire [superior] (magic) (glowing)
<worn in ear>        an anti-matter earring of damage
<worn in ear>        a mithril stud carved like a fist of health (magic)
<worn on face>       a wad of spawn goo of health (magic) (humming)
<worn around neck>   the bloody eyeballs on a sinew of precision
<worn around neck>   the bloody eyeballs on a sinew of damage [73%]
<worn on body>       the chameleon suit of transformation of dexterity [81%]
<worn about body>    a cloak of protection of damage (magic) [74%]
<worn on back>       a large leather backpack [89%]
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* of endurance (magic) (glowing) [85%]
<worn about waist>   the spiked circles of bloodletting of agility (humming) [84%]
<worn on belt buckle>an obsidian buckle named "Rage" (magic) (glowing) (humming)[186h 58m 1s]
<worn on arms>       some mithril-plated gnomish arm enhancers of intelligence (humming)
<worn around wrist>  a bracelet of purple mist of strength
<worn around wrist>  a bracelet of dracolich hide of strength (magic) (humming) [78%]
<worn on hands>      a pair of vampiric dragonscale gauntlets of endurance (magic)
<worn on finger>     a shiny crimson ring of damage (magic)
<worn on finger>     Zorobabi's circular stone ring of constitution [85%]
<primary weapon>     the mace of light and darkness (magic) (chilling) (icy)[133h 40m 27s]
<secondary weapon>   an astral metal hammer named 'Frozen Star' of precision (magic) (glowing) (humming) (chilling) (icy) [82%]
<worn on legs>       some misty green leg plates of dexterity [85%]
<worn on feet>       some boots of werewolf fur of precision (magic) [61%]

< 942h/942H 238v/240V Pos: standing >
You are carrying: (2/13)
a hide-bound spellbook with a glowing Alatorin insignia (magic) (glowing)
a bottomless bag of the shield dwarves

< 942h/942H 238v/240V Pos: standing >

< 942h/942H 238v/240V Pos: standing >

		Score information for Sor

Level: 56   Race: Goblin   Class: Reaver / Ice Reaver Sex: Male
Hit points: 942(942)  Moves: 238(240)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 81%
Status:  Standing.
         Stornogs Lesser Spheres Negative Shielded
HardCore pts:   +561.48
Frags:   +0.00   Deaths:   0
Detecting:      Invisible Evil Good Magic
Protected from: Good Fire Cold Lightning Gas Acid All but High Circle Spells
Protected by:   Spirit Ward
Enchantments:   Hawkvision Ultravision Farsee Fly Armor Aware Haste Invisibility Tower of Iron Will GlobeOfDarkness
Herbs:          Medicus
Combat Pulse:   11 Spell Pulse:  0.73 
Leaderboard Points:  561 

Active Spells:
--------------
roar of heroes (5 minutes)
dexterity (49 minutes)
strength (49 minutes)
phantom armor (4 minutes)
detect invisibility (48 minutes)
protection from good (29 minutes)
lifelust (9 minutes)
pantherspeed (28 minutes)
hawkvision (4 minutes)
elephantstrength (25 minutes)
lionrage (5 minutes)
vitality (7 minutes)
cold snap (3 minutes)


< 942h/942H 238v/240V Pos: standing >

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>
A Desert Dune
Obvious exits: -N -S
A filthy vagabond begs for some food.

< 942h/942H 237v/240V Pos: standing >

< 942h/942H 237v/240V Pos: standing >

< 942h/942H 240v/240V Pos: standing >
You start chanting...

< 942h/942H 240v/240V Pos: standing >
You complete your spell...
You are surrounded by freezing cold!

< 942h/942H 240v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>
A Desert Dune
Obvious exits: -N -W

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
A filthy vagabond who is close by to your north.
A tinker who is not far off to your north.
A filthy peasant who is close by to your west.

< 942h/942H 239v/240V Pos: standing >

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>
A Desert Dune
Obvious exits: -N# -E -S
A filthy peasant begs for spare change.

< 942h/942H 238v/240V Pos: standing >
You quickly scan the area.
You see nothing.

< 942h/942H 238v/240V Pos: standing >
Alas, you cannot go that way. . . .

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
You see nothing.

< 942h/942H 240v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>
A Desert Dune
Obvious exits: -N -S# -W

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
A filthy peasant who is close by to your north.

< 942h/942H 239v/240V Pos: standing >
The flap seems to be closed.

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
A filthy peasant who is close by to your north.

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Desert Dune
</map>
A Desert Dune
Obvious exits: -E -W

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
You see nothing.

< 942h/942H 239v/240V Pos: standing >
Epic Zones -----------------------------------------

   Court of the Muse                             (neutral)       
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (very evil)     
   Kobold Settlement                             (very evil)     
   The High Moor Forest                          (slightly good) 
   The Stone Tomb of Kelek                       (very evil)     
   Orrak                                         (neutral)       
  *Pits of Cerberus                              (slightly evil) 
   Myrloch Vale                                  (very evil)     
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (good)          
   Nizari                                        (neutral)       
  *The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (neutral)       
   Bloodstone Keep                               (slightly evil) 
  *The Temple of the Sun                         (slightly good) 
   The Elemental Groves                          (neutral)       
   Temple of Flames                              (slightly evil) 
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (slightly good) 
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (very good)     
   The Outcasts Tower                            (neutral)       
   Fort Boyard                                   (neutral)       
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (evil)          
  *Faerie Realm                                  (pure evil)     
   The Ruins of Tharnadia's Old Quarter          (slightly evil) 
   The Fields Between                            (slightly good) 
   The Githyanki Fortress                        (slightly evil) 
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (neutral)       
   The Lair of the Swamp Troll King              (slightly evil) 
   Zalkapfaan, City of the Headless Horde        (slightly evil) 
   New Cave city                                 (evil)          
   Ice Tower                                     (slightly evil) 
  *Desolate Under Fire                           (slightly evil) 
   The Citadel                                   (neutral)       
   The Twin Keeps of Devastated Tharnadia        (good)          
   IceCrag Castle                                (slightly good) 
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (slightly evil) 
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (slightly evil) 
   Quintaragon Castle                            (slightly evil) 
   The Sky City of Ultarium                      (very evil)     
   Lair of the Gibberling King                   (neutral)       
  *Plane of Air                                  (neutral)       
   The Kingdom of Torg                           (neutral)       
   Tribal Oasis                                  (slightly evil) 
   The Para-Elemental Plane of Smoke             (neutral)       
  *Plane of Water                                (slightly evil) 
  *Shadamehr Keep                                (slightly good) 
   The Temple to Skrentherlog                    (neutral)       
  *Alatorin - the Forge City                     (evil)          
  *The Trakkia Mountains                         (slightly good) 
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (slightly good) 
   The Forest City of Aravne                     (neutral)       
   Plane of Fire                                 (neutral)       
  *Ruined Temple of Tezcatlipoca                 (slightly evil) 
  *The Astral Plane                              (slightly evil) 
   Jotunheim                                     (slightly evil) 
   The Transparent Tower                         (pure evil)     
   Krethik Keep                                  (neutral)       
  *Temple of the Earth                           (slightly good) 
  *Sea Kingdom                                   (slightly evil) 
   Plane of Earth                                (slightly good) 
   Sevenoaks                                     (slightly evil) 
  *The Keep of Evil                              (evil)          
   The Forgotten Mansion                         (neutral)       
   Domain of Lost Souls                          (evil)          
  *The Hall of Knighthood                        (pure evil)     
   The Depths of Duris                           (evil)          
   Arachdrathos Guilds                           (neutral)       
  *Valley of the Snow Ogres                      (slightly good) 
   The Great Shaboath                            (extremely evil)
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (neutral)       
  *Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (evil)          
  *The Scorched Valley                           (slightly good) 
   The Realm of Barovia                          (slightly evil) 
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (evil)          
   Tiamat                                        (slightly good) 
   The Fortress of Dreams                        (evil)          
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (pure evil)     
   Vecna's Tomb                                  (very good)     
   Ny'Neth's Stronghold                          (slightly good) 
   Apocalypse Castle                             (neutral)       
  *The Realm of Barovia Continued                (good)          
   The Hall of the Ancients                      (extremely evil)
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
  *Negative Material Plane                       (neutral)       
   Celestial Plane                               (slightly good) 
   The 222nd Layer of the Abyss                  (slightly good) 
   Castle Ravenloft                              (slightly good) 

* = already completed this boot.

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Lightly Pebbled Gravel Road
</map>
A Lightly Pebbled Gravel Road
Obvious exits: -N -E -S -W#

< 942h/942H 238v/240V Pos: standing >
You quickly scan the area.
A desert peasant who is close by to your north.
A religious zealot who is not far off to your north.
A wretched vagabond who is close by to your south.
Deraisem who is a brief walk away to your south.
An elite guard who is rather far off to your south.
An elite guard who is rather far off to your south.
An elite guard who is rather far off to your south.
An elite guard who is rather far off to your south.
A GIGANTIC tarantula who is rather far off to your south.
A beastmaster who is rather far off to your south.

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: A Lightly Pebbled Gravel Road
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: A Lightly Pebbled Gravel Road
</map>
A Lightly Pebbled Gravel Road
Obvious exits: -N -S
A wretched vagabond begs for some food.(Red Aura)

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: Near an Oasis
</map>
Near an Oasis
Obvious exits: -N -S

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: An Oasis
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: An Oasis
</map>
An Oasis
Obvious exits: -N -E -S
A fresh water oasis seems inviting.
Deraisem, the wandering prophet, recites a poem.(Red Aura)

< 942h/942H 237v/240V Pos: standing >
You quickly scan the area.
A wretched vagabond who is not far off to your north.
A desert peasant who is rather far off to your north.
A religious zealot who is in the distance to your north.
A desert vagabond who is not far off to your east.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
A GIGANTIC tarantula who is close by to your south.
A HUGE scorpion who is close by to your south.
A beastmaster who is close by to your south.

< 942h/942H 238v/240V Pos: standing >
You quickly scan the area.
A wretched vagabond who is not far off to your north.
A desert peasant who is rather far off to your north.
A religious zealot who is in the distance to your north.
A desert vagabond who is not far off to your east.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
An elite guard who is close by to your south.
A GIGANTIC tarantula who is close by to your south.
A HUGE scorpion who is close by to your south.

< 942h/942H 240v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: Before the Sultan's Palace
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: Before the Sultan's Palace
</map>
Before the Sultan's Palace
Obvious exits: -N -S# -SW#
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
A GIGANTIC tarantula is here.
A HUGE scorpion is leashed and held by its master.(Red Aura)
A desert beastmaster commands his beasts.(Red Aura)

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
Deraisem who is close by to your north.
A wretched vagabond who is a brief walk away to your north.
A desert peasant who is in the distance to your north.

< 942h/942H 239v/240V Pos: standing >
Ok.

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
Deraisem who is close by to your north.
A wretched vagabond who is a brief walk away to your north.
A desert peasant who is in the distance to your north.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is a brief walk away to your south.
A sleepy soldier who is a brief walk away to your south.

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: The Soldiers' Barracks
</map>
The Soldiers' Barracks
Obvious exits: -N -E -S
[2] The corpse of a sleepy soldier is lying here.

< 942h/942H 238v/240V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A GIGANTIC tarantula who is close by to your north.
A HUGE scorpion who is close by to your north.
A beastmaster who is close by to your north.
Deraisem who is not far off to your north.
A wretched vagabond who is rather far off to your north.
The wraith of a miner who is not far off to your east.
The wraith of a human slave who is not far off to your east.
The wraith of a human slave who is not far off to your east.
A Githzerai who is not far off to your east.
A Vampire who is not far off to your east.
A sleepy soldier who is close by to your south.
A sleepy soldier who is close by to your south.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is not far off to your south.

< 942h/942H 238v/240V Pos: standing >

< 942h/942H 240v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: Before the Sultan's Palace
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: Before the Sultan's Palace
</map>
Before the Sultan's Palace
Obvious exits: -N -S -SW#
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
An elite guard is stands watch by gates of the palace.(Red Aura)
A GIGANTIC tarantula is here.
A HUGE scorpion is leashed and held by its master.(Red Aura)
A desert beastmaster commands his beasts.(Red Aura)

< 942h/942H 239v/240V Pos: standing >

< 942h/942H 239v/240V Pos: standing >
Ok.

< 942h/942H 239v/240V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 942h/942H 239v/240V Pos: standing >
A faint hum can be heard from the mace of light and darkness you are carrying.

< 942h/942H 239v/240V Pos: standing >

< 942h/942H 239v/240V Pos: standing >

< 942h/942H 239v/240V Pos: standing >
Ok.

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
Deraisem who is close by to your north.
A wretched vagabond who is a brief walk away to your north.
A desert peasant who is in the distance to your north.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is a brief walk away to your south.
A sleepy soldier who is a brief walk away to your south.

< 942h/942H 239v/240V Pos: standing >
You quickly scan the area.
Deraisem who is close by to your north.
A wretched vagabond who is a brief walk away to your north.
A desert peasant who is in the distance to your north.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is not far off to your south.
A sleepy soldier who is a brief walk away to your south.
A sleepy soldier who is a brief walk away to your south.

< 942h/942H 239v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: The Soldiers' Barracks
</map>
The Soldiers' Barracks
Obvious exits: -N -E -S
[2] The corpse of a sleepy soldier is lying here.

< 942h/942H 238v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: The Soldiers' Barracks
</map>
The Soldiers' Barracks
Obvious exits: -E -S -W
[2] The corpse of a sleepy soldier is lying here.

< 942h/942H 237v/240V Pos: standing >

<map>
Zone: The Desert City of Venan'Trut.
Room: The Soldiers' Barracks
</map>

<map>
Zone: The Desert City of Venan'Trut.
Room: The Soldiers' Barracks
</map>
The Soldiers' Barracks
Obvious exits: -S -W
Fresh blood covers everything in the area.
[2] The corpse of a sleepy soldier is lying here.
*The wraith of a miner stands here. (minion) (Red Aura)
*The wraith of a human slave stands here. (minion) (Red Aura)
*The wraith of a human slave stands here. (minion) (Red Aura)
A Githzerai (medium) sits resting. (Non-Fraggable)(Red Aura)
A Vampire (medium) stands in mid-air here.(Gold Aura)
Semat snaps into visibility.
Semat tackles a Vampire square in the chest knocking the wind out of her!

< 942h/942H 237v/240V Pos: standing >
Semat snaps into visibility.
Semat's powerful slash hits a Vampire on the torso making her grimace in pain.
Semat snaps into visibility.
Semat's powerful slash strikes a Vampire hard.
Semat snaps into visibility.
Semat's powerful slash strikes a Vampire very hard.
Semat snaps into visibility.
Semat's impressive slash strikes a Vampire.
Semat snaps into visibility.
Semat's slash strikes a Vampire hard.
Semat snaps into visibility.
Semat's impressive slash strikes a Vampire hard.
As the silvery cutlass slices through the air, a discordant symphony of sound rends the air with a resounding _&-RCRACK_
Semat glares at a Vampire, and begins emanating a HORRIBLE sound!
Semat snaps into visibility.
You wince as Semat sends out an agonizing wave of sound at a Vampire!
You kneel.

< 942h/942H 239v/240V Pos: kneeling >
You snap into visibility.
You fly right over your target and land on your head!

< 933h/942H 240v/240V Pos: sitting >

< 933h/942H 240v/240V Pos: sitting >
Semat's Khazid'hea, the blade of Cutting with a strange black stone flashes into the path of a Vampire's attack, then Semat delivers a graceful counter-attack!
Semat snaps into visibility.
Semat's powerful slash enshrouds a Vampire in a mist of blood.
The legendary cutlass 'Sanguine Song' [superior] slices through the air with incredible ease!
Semat snaps into visibility.
Semat's powerful slash enshrouds a Vampire in a mist of blood.
Semat snaps into visibility.
Semat's impressive slash enshrouds a Vampire in a mist of blood.
A Vampire misses Semat.
Semat snaps into visibility.

< 939h/942H 240v/240V Pos: sitting >
Semat snaps into visibility.
Semat's powerful slash critically injures a Vampire.
A Vampire is stunned!
Semat misses a Vampire.
Semat snaps into visibility.
Semat's fine slash hits a Vampire.
A Vampire's fused stony helmet was completely destroyed by the massive blow!
A Vampire's angelic marble necklace was completely destroyed by the massive blow!
A Vampire's twisted obsidian gorget from Negative Material Plane was completely destroyed by the massive blow!
A Vampire's ring of endless light [poor] was completely destroyed by the massive blow!
A Vampire's glowing jade earring of intelligence was completely destroyed by the massive blow!
A Vampire is dead! R.I.P.
You receive your share of experience.