The death of [41 Blademaster] Sunzi (Human)

in An Armor Shoppe

from the perspective of [53 Brigand] Co -*Clan DemonRage*- (Troll)

<worn as a badge>    the mark of the saboteur
<worn on head>       the diamond crown of Winduin (glowing) [66%]
<worn on eyes>       a frost dragon's eye (glowing)
<worn in ear>        a flaming earring [superior] [69%]
<worn in ear>        a mithril and gold earring of dexterity
<worn on face>       mask of the flayed mind [75%]
<worn around neck>   a studded dragonscale neckguard [82%]
<worn around neck>   a slaadi necklace of Chaos (glowing) [36%]
<worn on body>       the chameleon suit of transformation [68%]
<worn about body>    the terrifying shroud of undead power
<worn on back>       a well crafted backpack [69%]
<worn as quiver>     a silken backsheath of flight
<worn about waist>   a black leather belt with a crimson coral buckle of precision [38%]
<worn on belt buckle>A swirling mass of black smoke and hot ash [poor] (humming)
<attached to belt>   a metal flask marked "word of recall" (glowing)
<attached to belt>   a potion of bubbling goo (glowing)
<worn on arms>       the vambraces named "Ebb" (glowing)
<worn around wrist>  an elven bracelet of precision of endurance
<worn around wrist>  the bangle of the Dreamer [superior]
<worn on hands>      a pair of pale, misty gloves[216h 26m 45s]
<worn on finger>     a ring of regeneration of damage (glowing)
<worn on finger>     a shiny crimson ring of damage
<primary weapon>     sunblade, longsword of Justice[216h 26m 45s]
<secondary weapon>   a MaDMaNs stabber [79%]
<worn on legs>       the leggings of a MaDMaN of health [79%]
<worn on feet>       the boots of a MaDMaN (glowing) [78%]

A rich merchant inspects a slave.
A plump merchant examines a slave.
A well dressed merchant searches for some fine slaves.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.

< 1263h/1263H 216v/218V Pos: standing >
The Slave Markets
Obvious exits: -E -S
A few drops of fresh blood are scattered around the area.
A well dressed merchant searches for some fine slaves.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.

< 1263h/1263H 215v/218V Pos: standing >
You quickly scan the area.
An ogre slave who is close by to your east.
An ogre slave who is close by to your east.
An ogre slave who is close by to your east.
A human slave who is not far off to your east.
A human slave who is not far off to your east.
A human slave who is not far off to your east.
A tall mountain dwarf who is a brief walk away to your east.
A three-eyed rabbit who is a brief walk away to your east.
A one-armed githyanki who is a brief walk away to your east.
A commoner who is rather far off to your east.
A commoner who is rather far off to your east.
A commoner who is rather far off to your east.
A desert merchant who is in the distance to your east.
A gazing merchant who is in the distance to your east.
A rich merchant who is close by to your south.
A plump merchant who is close by to your south.
A well dressed merchant who is close by to your south.
A goblin slave who is close by to your south.
A goblin slave who is close by to your south.
A goblin slave who is close by to your south.
A burly guard who is not far off to your south.
A flind slave who is not far off to your south.
A flind slave who is not far off to your south.
A flind slave who is not far off to your south.

< 1263h/1263H 218v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S
Fresh blood splatters cover the area.
A rich merchant inspects a slave.
A plump merchant examines a slave.
A well dressed merchant searches for some fine slaves.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.

< 1263h/1263H 217v/218V Pos: standing >
The Slave Masters Podium
Obvious exits: -N -E -S -W
An auctioneer shouts the deals.

< 1263h/1263H 216v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -S -W
An orc is chained to the street.
An orc is chained to the street.
An orc is chained to the street.

< 1263h/1263H 217v/218V Pos: standing >

< 1263h/1263H 217v/218V Pos: standing >
A faint hum can be heard from sunblade, longsword of Justice you are carrying.
The Slave Masters Podium
Obvious exits: -N -E -S -W
An auctioneer shouts the deals.

< 1263h/1263H 216v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S
Fresh blood splatters cover the area.
A rich merchant inspects a slave.
A plump merchant examines a slave.
A well dressed merchant searches for some fine slaves.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.

< 1263h/1263H 215v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1263h/1263H 216v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1263h/1263H 217v/218V Pos: standing >
Pardon?

< 1263h/1263H 218v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E
A burly guard ensures order in the market.
A flind is in chains and shackles.
A flind is in chains and shackles.
A flind is in chains and shackles.

< 1263h/1263H 217v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1263h/1263H 217v/218V Pos: standing >
You quickly scan the area.
A rich merchant who is close by to your north.
A plump merchant who is close by to your north.
A well dressed merchant who is close by to your north.
A goblin slave who is close by to your north.
A goblin slave who is close by to your north.
A goblin slave who is close by to your north.
A well dressed merchant who is not far off to your north.
A duergar slave who is not far off to your north.
A duergar slave who is not far off to your north.
A duergar slave who is not far off to your north.
A plump merchant who is close by to your east.
A rich merchant who is close by to your east.
A githyanki slave who is close by to your east.
A githyanki slave who is close by to your east.
A tharnadian merchant who is not far off to your east.
A tharnadian merchant who is not far off to your east.
A mercenary who is not far off to your east.
A grey elf slave who is not far off to your east.
A grey elf slave who is not far off to your east.

< 1263h/1263H 217v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S
Fresh blood splatters cover the area.
A rich merchant inspects a slave.
A plump merchant examines a slave.
A well dressed merchant searches for some fine slaves.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.
A goblin slave is shackled to the ground.

< 1263h/1263H 216v/218V Pos: standing >
The Slave Markets
Obvious exits: -E -S
A few drops of fresh blood are scattered around the area.
A well dressed merchant searches for some fine slaves.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.
A duergar slave is chained to the ground.

< 1263h/1263H 215v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1263h/1263H 216v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1263h/1263H 217v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.

< 1263h/1263H 217v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S -W
Puddles of fresh blood cover the ground.
A human is shackled to the ground.
A human is shackled to the ground.
A human is shackled to the ground.

< 1263h/1263H 216v/218V Pos: standing >
A Sandy Desert Bazaar
Obvious exits: -N -E -S -W
The corpse of a big bully is lying here.

< 1263h/1263H 217v/218V Pos: standing >
A Winding Dune Trail
Obvious exits: -N -E -S
A few drops of fresh blood are scattered around the area.

< 1263h/1263H 216v/218V Pos: standing >
A faint hum can be heard from sunblade, longsword of Justice you are carrying.

< 1263h/1263H 216v/218V Pos: standing >
The Slave Markets
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
A well dressed merchant searches for some fine slaves.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.
An ogre slave is nailed to a couple of totems.

< 1263h/1263H 217v/218V Pos: standing >
A Winding Dune Trail
Obvious exits: -N -E -S
A few drops of fresh blood are scattered around the area.

< 1263h/1263H 216v/218V Pos: standing >
A Sandy Desert Bazaar
Obvious exits: -N -E -S -W
The corpse of a big bully is lying here.

< 1263h/1263H 217v/218V Pos: standing >
A Sandy Desert Bazaar
Obvious exits: -N -E -S -W
A camel is standing here.
A keeper of the peace stands at his post.

< 1263h/1263H 216v/218V Pos: standing >
A Narrow Cobblestone Road
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.

< 1263h/1263H 217v/218V Pos: standing >
You quickly scan the area.
A small child who is close by to your north.
A ragged gypsy who is close by to your north.
A ragged gypsy who is close by to your north.
A gypsy king who is close by to your north.
Ruffus who is not far off to your north.
A camel who is close by to your east.
A keeper of the peace who is close by to your east.
A fat merchant lord who is not far off to your east.
A commoner who is a brief walk away to your east.
A peddler who is a brief walk away to your east.
A gnoll witchdocter who is a brief walk away to your east.
A filthy peasant who is a brief walk away to your east.
A well dressed merchant who is not far off to your south.
An ogre slave who is not far off to your south.
An ogre slave who is not far off to your south.
An ogre slave who is not far off to your south.
An auctioneer who is a brief walk away to your south.
A mercenary who is rather far off to your south.
A plump merchant who is rather far off to your south.
A rich merchant who is rather far off to your south.
A githyanki slave who is rather far off to your south.
A githyanki slave who is rather far off to your south.
A githyanki slave who is rather far off to your south.

< 1263h/1263H 217v/218V Pos: standing >
A Narrow Cobblestone Road
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.

< 1263h/1263H 216v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -W#
A few drops of fresh blood are scattered around the area.

< 1263h/1263H 217v/218V Pos: standing >
The door seems to be closed.

< 1263h/1263H 217v/218V Pos: standing >
The door seems to be closed.

< 1263h/1263H 217v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -S
Fresh blood covers everything in the area.

< 1263h/1263H 217v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -W#
A few drops of fresh blood are scattered around the area.

< 1263h/1263H 216v/218V Pos: standing >
You feel your skin soften and return to normal.
You return to your normal size.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The Common Room of the Blinking Cowl Inn
Obvious exits: -N -E
A patron of the bar drinks his brew.
A patron of the bar drinks his brew.
(Q)A mysterious white robed figure is here.(Gold Aura)
Ungulato, the innkeeper, sits on a stool behind the front desk.

< 1326h/1326H 217v/218V Pos: standing >
You feel your skin harden to stone.

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -W
A few drops of fresh blood are scattered around the area.

< 1326h/1326H 216v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -S
Fresh blood covers everything in the area.

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N# -E -S -W
Fresh blood splatters cover the area.

< 1326h/1326H 216v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 216v/218V Pos: standing >
You quickly scan the area.
Eriic who is close by to your east.
Ruffus who is not far off to your east.
A filthy peasant who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A cRaZy MaN who is a brief walk away to your east.
A brown dog who is a brief walk away to your east.
Parnn who is rather far off to your east.
A small child who is close by to your west.
A desert vagabond who is close by to your west.
An ordinary peasant who is a brief walk away to your west.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door is open.
You extend your sights northward.
A Dirty Hovel
Obvious exits: -S
A desert dweller enjoys the comfort of shelter.
A desert dweller enjoys the comfort of shelter.

< 1326h/1326H 218v/218V Pos: standing >
A Lightly Hued Cobblestone Road
Obvious exits: -N -E -S
Fresh blood covers everything in the area.

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.

< 1326h/1326H 216v/218V Pos: standing >
Tent of the Wanderer
Obvious exits: -E -S -W
(Q)Eriic the wanderer plays a tune.

< 1326h/1326H 216v/218V Pos: standing >
Autosaving...
Tent of the Shaman
Obvious exits: -E -S -W
Ruffus chants an incantation.

< 1326h/1326H 217v/218V Pos: standing >
Tent of the Wanderer
Obvious exits: -E -S -W
(Q)Eriic the wanderer plays a tune.

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.

< 1326h/1326H 216v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -E -W
Fresh blood covers everything in the area.
A small child plays in the sand.
A desert vagabond humps, barely noticed.

< 1326h/1326H 215v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -E -W
Puddles of fresh blood cover the ground.

< 1326h/1326H 215v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -E -S
Fresh blood covers everything in the area.
An ordinary peasant is here.

< 1326h/1326H 215v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 218v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 218v/218V Pos: standing >
You quickly scan the area.
A small child who is not far off to your east.
A desert vagabond who is not far off to your east.
Eriic who is rather far off to your east.
Ruffus who is in the distance to your east.
A ragged peddler who is close by to your south.
A desert vagabond who is close by to your south.

< 1326h/1326H 218v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -S
Fresh blood splatters cover the area.
A ragged peddler rides his overloaded donkey.
A desert vagabond humps, barely noticed.

< 1326h/1326H 217v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 217v/218V Pos: standing >
An ordinary peasant enters from the north.
Alas, you cannot go that way. . . .

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -W
Fresh blood splatters cover the area.

< 1326h/1326H 216v/218V Pos: standing >
Near an Oasis
Obvious exits: -E -W
A few drops of fresh blood are scattered around the area.

< 1326h/1326H 215v/218V Pos: standing >
An Oasis
Obvious exits: -N -E -S
Puddles of fresh blood cover the ground.
A fresh water oasis seems inviting.
Deraisem, the wandering prophet, recites a poem.

< 1326h/1326H 216v/218V Pos: standing >
You quickly scan the area.
A filthy vagabond who is not far off to your north.
A desert peasant who is rather far off to your north.
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.

< 1326h/1326H 218v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 218v/218V Pos: standing >
Before the Sultan's Palace
Obvious exits: -N -S# -SW#
An elite guard is stands watch by gates of the palace.
An elite guard is stands watch by gates of the palace.
An elite guard is stands watch by gates of the palace.
An elite guard is stands watch by gates of the palace.
A GIGANTIC tarantula is here.
A HUGE scorpion is leashed and held by its master.
A desert beastmaster commands his beasts.

< 1326h/1326H 217v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 217v/218V Pos: standing >
An Oasis
Obvious exits: -N -E -S
Puddles of fresh blood cover the ground.
A fresh water oasis seems inviting.
Deraisem, the wandering prophet, recites a poem.

< 1326h/1326H 217v/218V Pos: standing >
Near an Oasis
Obvious exits: -N -S
Fresh blood splatters cover the area.

< 1326h/1326H 216v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -S
Puddles of fresh blood cover the ground.
A filthy vagabond begs for some food.

< 1326h/1326H 215v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -E -S -W#
Fresh blood covers everything in the area.

< 1326h/1326H 215v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -S
Puddles of fresh blood cover the ground.
A desert peasant sinks deeper into his tent.

< 1326h/1326H 217v/218V Pos: standing >
A Lightly Pebbled Gravel Road
Obvious exits: -N -S
Fresh blood covers everything in the area.

< 1326h/1326H 216v/218V Pos: standing >
A Narrow Cobblestone Road
Obvious exits: -E -S -W
A few drops of fresh blood are scattered around the area.

< 1326h/1326H 217v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 217v/218V Pos: standing >
Alas, you cannot go that way. . . .

< 1326h/1326H 217v/218V Pos: standing >
Before the Gates of House Lo'Ushuur
Obvious exits: -N# -E -W#
Fresh blood splatters cover the area.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.

< 1326h/1326H 216v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 216v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 217v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >

< 1326h/1326H 218v/218V Pos: standing >
The door is closed.
The closed door blocks your farsight.

< 1326h/1326H 218v/218V Pos: standing >
The door is closed.
The closed door blocks your farsight.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Before the Gates of House Lo'Ushuur
Obvious exits: -N# -E -W#
Fresh blood splatters cover the area.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.
A burly guard forbids entry into the complex.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >
The door seems to be closed.

< 1326h/1326H 218v/218V Pos: standing >

< 1326h/1326H 218v/218V Pos: standing >

< 1326h/1326H 218v/218V Pos: standing >
Pardon?

< 1326h/1326H 218v/218V Pos: standing >
Ok.

< 1326h/1326H 218v/218V Pos: standing >

< 1326h/1326H 218v/218V Pos: standing >
Pardon?

< 1326h/1326H 218v/218V Pos: standing >
You charge the door, fully intent on getting it open, FOR GOOD!
You did it!  The door budges under your weight, and you charge into a new place!
An Armor Shoppe
Obvious exits: -E#
A few drops of fresh blood are scattered around the area.
A Human (medium) stands in mid-air here. (Non-Fraggable) (camping) (Gold Aura)
Burnn the dealer is ready for a transaction.
You snap into visibility.

< 1325h/1326H 218v/218V Pos: standing >
A Human closes the door.

< 1325h/1326H 218v/218V Pos: standing >
You tackle a Human square in the chest knocking the wind out of him!

< 1326h/1326H 218v/218V Pos: standing >
<You snap into visibility.
[Damage: 33 ] Your slash strikes a Human very hard.
[Damage: 26 ] Your powerful pierce strikes a Human very hard.
You score a CRITICAL HIT!!!!!
[Damage: 58 ] Your mighty pierce enshrouds a Human in a mist of blood.
You score a CRITICAL HIT!!!!!
[Damage: 61 ] Your slash causes a Human to grimace in pain.
[Damage: 29 ] Your powerful slash causes a Human to grimace in pain.
[Damage: 30 ] Your powerful slash critically injures a Human.
A Human is incapacitated and will slowly die, if not aided.

< 1326h/1326H 218v/218V Pos: standing >
<A faint hum can be heard from sunblade, longsword of Justice you are carrying.

< 1326h/1326H 218v/218V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 1326h/1326H 218v/218V Pos: standing >
<An Armor Shoppe
Obvious exits: -E#
Fresh blood splatters cover the area.
A Human (medium) sits in mid-air here. (Non-Fraggable) (camping) (Gold Aura)
Burnn the dealer is ready for a transaction.

< 1326h/1326H 218v/218V Pos: standing >
<Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 17 ] Your slash hits a Human.
A Human's katana called 'Retribution' was completely destroyed by the massive blow!
A Human's silver necklace of black diamonds was completely destroyed by the massive blow!
A Human's troglodyte spiked ring was completely destroyed by the massive blow!
A Human's some heavily-spiked blood crystal leg plates was completely destroyed by the massive blow!
A Human's some boots of the black winged dragon was completely destroyed by the massive blow!
A Human is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Co by 3780000.