The death of [52 MindFlayer] Id (Lich)

in Room #20

from the perspective of [51 Assassin] Chorob Justice League (Shadow Beast)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       a beautiful iron hood
<worn on eyes>       a glass eye with a crimson iris [superior]
<worn in ear>        a dangling crimson earring made by Dahamma
<worn in ear>        the skull of the Magi [poor]
<worn on face>       a pitch-black leather mask (magic)
<worn around neck>   a slaadi necklace of Chaos (glowing)
<worn around neck>   a frozen flesh necklace
<worn on body>       a cuirass emblazoned with the mantis sigil (humming)
<worn about body>    the masters cloak (glowing) [71%]
<worn on tail>       a hammered silver tail ring
<worn about waist>   a black leather belt with a crimson coral buckle [27%]
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<worn on arms>       some well-used dragonscale sleeves from The Citadel [24%]
<worn around wrist>  a spiked adamantite bracer of Khildarak Strongstone of agility (magic)
<worn around wrist>  a bracelet of purple mist of damage
<worn on hands>      some gauntlets of might of power
<worn on finger>     an armageddon signet ring
<worn on finger>     a carved jade ring [superior] (magic) (glowing)
<primary weapon>     a wicked black dagger named 'Sanguine Blessing' (magic)
<secondary weapon>   a shard of frozen styx water [superior] (magic) (humming)
<worn on legs>       some wolf hide pants [poor]
<worn on feet>       a pair of ratal skin boots

You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
The mount who is close by above you.
The mount who is close by above you.
A tharnadian illusionist who is close by above you.
The receptionist who is close by above you.

< 300h/458H 174v/175V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.

< 300h/458H 173v/175V Pos: standing >
You quickly scan the area.
A religious zealot who is close by to your east.
A street sweeper who is close by to your west.
A militia guard who is close by to your west.
A large rat who is close by to your west.
A tharnadian thief-hunter who is close by to your west.
A stray cat who is not far off to your west.
A militia guard who is a brief walk away to your west.

< 301h/458H 173v/175V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here.  There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city.  Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system.  The street looks highly traveled, with buildings
flanking the road as far off as the eye can see.  To the east of here, the
Great Fountain of Tharnadia sits in a large open area.  The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A street sweeper is cleaning here, singing songs of labor.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A tharnadian thief-hunter watches over the town streets intently.

< 302h/458H 174v/175V Pos: standing >
The Grand Tharnadian Way
   There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city.  Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East -South -West
A stray tomcat is darting after rodents, here.

< 302h/458H 173v/175V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city.  Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.

< 302h/458H 172v/175V Pos: standing >
Doctors Office
As this place is run by all of the towns clerics taking shifts, it is
purposely left non-denominational. A cabinet against the wall holds
various worthless herbs, used more as placebos than anything else.
Obvious exits: -East
The doctor on duty reads a current medical journal.

< 303h/458H 171v/175V Pos: standing >
Alas, you cannot go that way. . . .

< 303h/458H 172v/175V Pos: standing >
The doctor tells you, 'Here is a listing of the prices for my services.'
Cure critical wounds     12 platinum, 7 gold, and 5 silver
Full heal                25 platinum, and 5 gold
Benevolent armor         5 platinum, and 1 gold
Blessing of the Gods     5 platinum, and 1 gold
Antidote                 30 platinum, and 6 gold
Disease removal          33 platinum, 1 gold, and 5 silver
Curse removal            35 platinum, and 7 gold
Cure of blindness        25 platinum, and 5 gold
Accelerated healing      127 platinum, and 5 gold
Resurrection             255 platinum

< 304h/458H 175v/175V Pos: standing >
a large leather backpack does not contain the coins.

< 305h/458H 175v/175V Pos: standing >
You give the doctor 127 platinum, and 5 gold.

The doctor starts casting a spell.

< 307h/458H 175v/175V Pos: standing >
The doctor completes her spell...
The doctor utters the words 'aqqzrzfahze pzaruio'
You begin to heal faster.

< 310h/458H 175v/175V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A stray cat who is a brief walk away to your east.
A large rat who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A militia guard who is rather far off to your east.
A militia guard who is rather far off to your east.
A religious zealot who is in the distance to your east.

< 316h/458H 175v/175V Pos: standing >
A Bend in the Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west.  There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city.  Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system.  The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.

< 326h/458H 174v/175V Pos: standing >
Pardon?

< 330h/458H 174v/175V Pos: standing >
A street sweeper enters from the south.

< 335h/458H 174v/175V Pos: standing >
A militia guard leaves east.
Pardon?

< 339h/458H 174v/175V Pos: standing >
[Damage: 84 ] A street sweeper makes a strange sound but is suddenly very silent as you place a wicked black dagger named 'Sanguine Blessing' in his back.
A street sweeper is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1625.
You have completed boon # 1625.
Your bank receives a deposit of 100 platinum.
You feel the bloodlust in your heart as you hear the death cry of a street sweeper.

< 360h/458H 174v/175V Pos: standing >
Sten Hardik enters from the east.

< 364h/458H 174v/175V Pos: standing >
A Bend in the Grand Tharnadian Way
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a street sweeper is lying here.
Sten Hardik stands before the forge banging out some new armor.

< 366h/458H 174v/175V Pos: standing >
Saving Chorob.

< 367h/458H 174v/175V Pos: standing >
Sten Hardik leaves south.

< 369h/458H 175v/175V Pos: standing >
The Grand Tharnadian Way
   There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city.  Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.  A small building opens up to the
south.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.

< 375h/458H 174v/175V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here.  There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city.  Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system.  The street looks highly traveled, with buildings
flanking the road as far off as the eye can see.  To the east of here, the
Great Fountain of Tharnadia sits in a large open area.  The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.

< 375h/458H 173v/175V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
An odd little man, with a shaved head and an orange robe, hums something.
A large wandering dog is here, growling at you.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.

< 376h/458H 172v/175V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
The corpse of a stray dog is lying here.
A young man in leather armor seems to be patrolling the area.

< 377h/458H 171v/175V Pos: standing >
The door seems to be closed.

< 378h/458H 172v/175V Pos: standing >
A religious zealot enters from the west.
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large wandering dog is here, growling at you.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The town crier is standing here, eagerly awaiting to perform his duties.

< 382h/458H 174v/175V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
An amber-colored metallic rod lies here.
[5] A small bandage rests upon the ground here.
[2] A small round shield has been dropped here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 384h/458H 173v/175V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A large rat who is close by to your north.
A militia guard who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
The mount who is close by above you.
The mount who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 386h/458H 173v/175V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[5] A small bandage rests upon the ground here.
A small round shield has been dropped here.
A large sign hangs from the front of the counter here.
A sturdy looking mount is here, all saddled up and ready to ride.
A sturdy looking mount is here, all saddled up and ready to ride.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 388h/458H 174v/175V Pos: standing >
Alarm bells sound, signalling an invasion!
You quickly scan the area.
The mailman who is not far off below you.

< 389h/458H 174v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
[3] A small round shield has been dropped here.
[3] A steel bastard sword lies discarded here.

< 392h/458H 173v/175V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
The mount who is close by to your east.
The mount who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
The receptionist who is close by to your east.

< 392h/458H 173v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down
A large stone warhammer has been dropped here.
A gnomish flamethrower has been left here, giving off heat. (magic) (glowing)
a set of shimmering robes have been left here. (glowing)
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[3] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
[15] A small bandage rests upon the ground here.

< 396h/458H 174v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 397h/458H 173v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 398h/458H 172v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 399h/458H 171v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South

< 400h/458H 171v/175V Pos: standing >
You quickly scan the area.
Batman who is close by to your north.
A bleeding halfling who is close by to your south.

< 400h/458H 172v/175V Pos: standing >
You feel like a potion could do you good once again.

< 397h/453H 174v/175V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.
Room #20
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
Batman Justice League (Phantom)(medium) stands in mid-air here.

< 398h/453H 174v/175V Pos: standing >
A large leather backpack contains:

[5] a green potion with black chunks
[37] a slab of beef
[6] the dazzling blue potion of lesser battle readiness
[17] a potion of endurance

< 403h/453H 175v/175V Pos: standing >
'Symmetry', the uniform sword of light becomes hungry and saps some of Batman's strength.
Batman tries to dispel Batman's magic!
And he has some success!

< 404h/453H 175v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South

< 410h/453H 174v/175V Pos: standing >
You quickly scan the area.
Batman who is close by to your north.
A bleeding halfling who is close by to your south.

< 412h/453H 174v/175V Pos: standing >
Room #20
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Lich (medium) Allid Noego stands in mid-air here.
Batman Justice League (Phantom)(medium) stands in mid-air here.

< 415h/453H 173v/175V Pos: standing >
Tiny explosions wrack Batman's body with pain!

< 418h/453H 175v/175V Pos: standing >
A holy aura forms around Batman!
Batman's skin seems to turn to stone.

< 418h/453H 175v/175V Pos: standing >
You do not see a s here.

< 419h/453H 175v/175V Pos: standing >
Alas, you cannot go that way. . . .

< 422h/453H 175v/175V Pos: standing >
Alas, you cannot go that way. . . .

< 423h/453H 175v/175V Pos: standing >
Tiny explosions wrack Batman's body with pain!

< 424h/453H 175v/175V Pos: standing >
Pardon?

< 425h/453H 175v/175V Pos: standing >
[Damage:  1 ] Your feeble pierce grazes a Lich.
You attempt to stab a Lich in the back, but their biofeedback quickly absorbs the impact before fading away!
[Damage:  1 ] A Lich makes a strange sound as you place a shard of frozen styx water [superior] in its back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 52 ] A Lich makes a strange sound as you place a shard of frozen styx water [superior] in its back.

< 453h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC:excellent E: A Lich sta EP: excellent >
 Tiny explosions wrack your body with pain!
OUCH!  That really did HURT!

< 309h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: A Lich sta EP: excellent >
 You skillfully slip behind a Lich and slit their throat resulting in a mist of blood!

< 309h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: A Lich sta EP: excellent >
 Your improved dexterity grants you an additional attack!
A Lich dodges your futile attack.
A Lich dodges your futile attack.

< 309h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: A Lich sta EP: excellent >
 Tiny explosions wrack your body with pain!
OUCH!  That really did HURT!

< 165h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
 You parry a Lich's lunge at you.

< 165h/453H 175v/175V Pos: standing >
< T: Chorob TP: sta TC: nasty wounds E: A Lich sta EP: excellent >
 You attempt to flee...
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South
You flee southward!

< 165h/453H 169v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 167h/453H 170v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 167h/453H 170v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 168h/453H 169v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down
A large stone warhammer has been dropped here.
A gnomish flamethrower has been left here, giving off heat. (magic) (glowing)
a set of shimmering robes have been left here. (glowing)
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[3] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
[15] A small bandage rests upon the ground here.

< 168h/453H 169v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
[3] A small round shield has been dropped here.
[3] A steel bastard sword lies discarded here.

< 170h/453H 170v/175V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 171h/453H 171v/175V Pos: standing >
Pardon?

< 173h/453H 173v/175V Pos: standing >
Saving Chorob.

< 175h/453H 175v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down
A large stone warhammer has been dropped here.
A gnomish flamethrower has been left here, giving off heat. (magic) (glowing)
a set of shimmering robes have been left here. (glowing)
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A steel long sword has been left here.
[3] A steel short sword lies discarded here.
[3] A steel dagger has been tossed aside here.
[3] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
[15] A small bandage rests upon the ground here.

< 175h/453H 174v/175V Pos: standing >
You quickly scan the area.
You see nothing.

< 176h/453H 174v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 177h/453H 173v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 178h/453H 172v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West

< 178h/453H 172v/175V Pos: standing >
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South

< 179h/453H 171v/175V Pos: standing >
You quickly scan the area.
A Lich who is close by to your north.
Batman who is close by to your north.

< 180h/453H 172v/175V Pos: standing >
Room #20
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Lich (medium) Allid Noego stands in mid-air here.
Batman Justice League (Phantom)(medium) stands in mid-air here.

< 182h/453H 174v/175V Pos: standing >
[Damage: 83 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 54 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
[Damage: 49 ] A Lich makes a strange sound as you place a shard of frozen styx water [superior] in its back.

< 320h/453H 174v/175V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: A Lich sta EP: few scratches >
 A Lich's wound gushes blood all over the surrounding area.

< 321h/453H 174v/175V Pos: standing >
< T: Chorob TP: sta TC: few wounds E: A Lich sta EP: few scratches >
 You attempt to flee...
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South
You flee southward!

< 321h/453H 168v/175V Pos: standing >
Room #20
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Lich (medium) Allid Noego stands in mid-air here.
Batman Justice League (Phantom)(medium) stands in mid-air here.

< 321h/453H 167v/175V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 20 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 12 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 12 ] A Lich makes a strange sound as you place a shard of frozen styx water [superior] in its back.

< 354h/453H 167v/175V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: A Lich sta EP:  few wounds >
 A Lich misses you.

< 355h/453H 168v/175V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: A Lich sta EP:  few wounds >
 A Lich's wound gushes blood all over the surrounding area.

< 355h/453H 168v/175V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: A Lich sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Lich dodges your futile attack.
A Lich dodges your futile attack.
A Lich dodges your futile attack.

< 355h/453H 168v/175V Pos: standing >
< T: Chorob TP: sta TC: small wounds E: A Lich sta EP:  few wounds >
 You attempt to flee...
A Corridor
  The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South
You flee southward!

< 355h/453H 153v/175V Pos: standing >
Room #20
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Lich (medium) Allid Noego stands in mid-air here.
Batman Justice League (Phantom)(medium) stands in mid-air here.

< 355h/453H 152v/175V Pos: standing >
[Damage: 80 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 52 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' in its back.
[Damage: 48 ] A Lich makes a strange sound as you place a shard of frozen styx water [superior] in its back.

< 453h/453H 152v/175V Pos: standing >
< T: Chorob TP: sta TC:excellent E: A Lich sta EP:  awful >
 A Lich's punch grazes you.

< 450h/453H 152v/175V Pos: standing >
< T: Chorob TP: sta TC:few scratches E: A Lich sta EP:  awful >
 Your improved dexterity grants you an additional attack!
[Damage: 11 ] Your fine pierce critically injures a Lich.
A Lich is mortally wounded, and will die soon, if not aided.
[Damage: 14 ] Your stab cuts a vital artery and causes a Lich to fall before your feet.
A Lich's some pitted adamantium gloves was completely destroyed by the massive blow!
A Lich's some beautiful iron greaves was completely destroyed by the massive blow!
A Lich is dead! R.I.P.
You receive your share of experience.