The death of [46 Druid] Geezus Disciple of Lloth (Kobold)

in Before the Docks of Storm Port

from the perspective of [56 Summoner] Serral The Empire (Dwarf)

<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik
<worn on head>       the helmet of corruption of greater charisma (glowing)
<worn on eyes>       the eyepatch of immortality (magic) (glowing) [80%]             
<worn in ear>        a tiny seashell (invis) (magic)
<worn in ear>        a polished scale of Tiamat of agility (magic) (glowing)
<worn on face>       the mask of death [86%]             
<worn around neck>   a psionicist locket of power (magic) (glowing)
<worn around neck>   a gory string of cyclops eyes of intelligence (magic) [83%]             
<worn on body>       the legendary platemail of defense of constitution (magic)
<worn about body>    the cloak of woven time of constitution (magic) (glowing)
<worn as quiver>     a decent sapphire quiver [89%]             
<worn about waist>   a gnomish harm prevention belt (magic) (glowing)
<worn on belt buckle>the tome of an ancient prophecy (magic) [76%]             
<attached to belt>   a potion of bubbling goo (magic) (glowing)
<worn on arms>       some stitched sleeves of the Knights of the Raven (magic)
<held as shield>     the dark heart of Dreggan Wood (magic) (glowing)[210h 24m 42s]
<worn around wrist>  the bangle of immunity (magic) (glowing)
<worn around wrist>  the bangle of immunity (magic) (glowing) [86%]             
<worn on hands>      some massive studded mithril fists of health (magic)
<worn on finger>     ring of the past of charisma (magic) (glowing) [84%]             
<worn on finger>     a band of parting prevented of constitution (magic) (glowing)
<primary weapon>     the blackened staff of Netheril (magic) (glowing)[210h 24m 42s]
<worn on legs>       some leggings of red flames of intelligence (magic)
<worn on feet>       a pair of stone boots (glowing)

Obvious exits: -N -E# -S
An ixichitl enters from the south.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
A black crow who is close by to your south.

< 599h/599H 211v/212V Pos: standing >
The foundry seems to be closed.

< 599h/599H 211v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The foundry is open.
You extend your sights eastward.
The Foundry
Obvious exits: -W
The corpse of the city smithy is lying here.

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
Tempest Avenue
Obvious exits: -E -S -W
An ixichitl enters from the south.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
An orc city guard who is a brief walk away to your east.
A young orc soldier who is a brief walk away to your east.
A black crow who is not far off to your south.

< 599h/599H 211v/212V Pos: standing >
West End of Tempest Avenue
Obvious exits: -N -E -S# -W#
An ixichitl enters from the east.

< 599h/599H 210v/212V Pos: standing >
West End of Tempest Avenue
Obvious exits: -N -E -S# -W#
An ixichitl floats in the pool. (minion) (Red Aura)

< 599h/599H 212v/212V Pos: standing >

< 599h/599H 212v/212V Pos: standing >
The fence seems to be closed.

< 599h/599H 212v/212V Pos: standing >

< 599h/599H 212v/212V Pos: standing >
The fence is closed.
The closed fence blocks your farsight.

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The fence is open.
You extend your sights westward.
The Graveyard of Storm Port
Obvious exits: -N -E -S -W

< 599h/599H 212v/212V Pos: standing >
You quickly scan the area.
An orc commoner who is close by to your north.
An orc female who is not far off to your north.
An orc city guard who is rather far off to your east.
A young orc soldier who is rather far off to your east.

< 599h/599H 212v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -W
An ixichitl enters from the east.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
An enraged skeleton who is close by to your north.
An orc city guard who is in the distance to your east.
A young orc soldier who is in the distance to your east.

< 599h/599H 211v/212V Pos: standing >
Looks like an exit.
You extend your sights westward.
The Graveyard of Storm Port
Obvious exits: -N -E -S -D

< 599h/599H 211v/212V Pos: standing >
Looks like an exit.
You extend your sights southward.
The Graveyard of Storm Port
Obvious exits: -N -W

< 599h/599H 211v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -D
An ixichitl enters from the east.

< 599h/599H 210v/212V Pos: standing >
You quickly scan the area.
An orc rogue who is close by below you.

< 599h/599H 210v/212V Pos: standing >
The tomb is open.
You extend your sights downward.
Below the Graveyard
Obvious exits: -S -U
A local rogue sneaks through the shadows here.(Red Aura)

< 599h/599H 212v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -W
An ixichitl enters from the west.

< 599h/599H 211v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -D
An ixichitl enters from the east.

< 599h/599H 210v/212V Pos: standing >
Below the Graveyard
Obvious exits: -S -U
A local rogue sneaks through the shadows here.(Red Aura)
An ixichitl enters from above.

< 599h/599H 209v/212V Pos: standing >
You quickly scan the area.
An orc rogue who is not far off to your south.
An orc rogue who is not far off to your south.

< 599h/599H 210v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -D
An ixichitl enters from below.

< 599h/599H 211v/212V Pos: standing >
An orc rogue enters from below.

< 599h/599H 211v/212V Pos: standing >
The Graveyard of Storm Port
Obvious exits: -N -E -S -W
An ixichitl enters from the west.

< 599h/599H 210v/212V Pos: standing >
West End of Tempest Avenue
Obvious exits: -N -E -S# -W
An Orc commoner wanders the city here.(Red Aura)
An ixichitl enters from the west.

< 599h/599H 209v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The door seems to be closed.

< 599h/599H 212v/212V Pos: standing >

=-=-=-=-=-=-=-=-=-=--= Duris Mud Leader Board =-=-=-=-=-=-=-=-=-=-=-

   Name                      Score
   ----                      -----
   Aktosh                   4586.77	
   Tolm                     3783.73	
   Soldon                   3725.66	
   Majk                     3569.29	
   Nicram                   3509.59	
   Deathli                  3196.98	
   Xen                      2758.32	
   Sxt                      2473.98	
   Grotar                   2415.40	
   Nibl                     2218.41	
   Dywer                    2187.54	
   Gellz                    2050.30	
   Serral                   2037.69	
   Laz                      2013.87	
   Kli                      1848.23	
   Cora                     1779.77	
   Nazz                     1763.94	
   Nib                      1684.53	
   Saif                     1644.53	
   Solp                     1594.32	


< 599h/599H 212v/212V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The door is open.
You extend your sights southward.
The Nursery
Obvious exits: -N -W
The corpse of the matron is lying here.

< 599h/599H 212v/212V Pos: standing >
The Nursery
Obvious exits: -N -W
The corpse of the matron is lying here.
An ixichitl enters from the north.

< 599h/599H 211v/212V Pos: standing >
Looks like an exit.
You extend your sights westward.
The Play Room
Obvious exits: -E
An orc infant crawls around the nursery.(Red Aura)
An orc infant crawls around the nursery.(Red Aura)
An orc infant crawls around the nursery.(Red Aura)
An orc infant crawls around the nursery.(Red Aura)

< 599h/599H 211v/212V Pos: standing >
West End of Tempest Avenue
Obvious exits: -N -E -S -W#
An Orc commoner wanders the city here.(Red Aura)
An ixichitl enters from the south.

< 599h/599H 210v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
Tempest Avenue and North Storm Street Connector
Obvious exits: -N -S -W
An ixichitl enters from the south.

< 599h/599H 211v/212V Pos: standing >
West End of North Storm Street
Obvious exits: -N# -E -S
A female Orc wanders the city here, bitching at the males she passes.(Red Aura)
An ixichitl enters from the south.

< 599h/599H 210v/212V Pos: standing >
Autosaving...

< 599h/599H 212v/212V Pos: standing >
The door seems to be closed.

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The door is open.
You extend your sights northward.
Sailor's Supplies
Obvious exits: -S
A villainous Orc tends to his store here.(Red Aura)

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
North Storm Street
Obvious exits: -E -W
An Orc merchant wanders the city, selling his wares.(Red Aura)
An ixichitl enters from the west.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
A young orc soldier who is close by to your east.
A stray dog who is close by to your east.
An orc commoner who is a brief walk away to your east.
An orc female who is a brief walk away to your east.
An orc female who is close by to your west.

< 599h/599H 211v/212V Pos: standing >
North Storm Street
Obvious exits: -E -S# -W
A young Orc soldier wanders the city here, preparing for training.(Red Aura)
A stray dog spends his days chasing rats through the back alleys.
An ixichitl enters from the west.

< 599h/599H 210v/212V Pos: standing >
You quickly scan the area.
An orc commoner who is not far off to your east.
An orc female who is not far off to your east.
An orc merchant who is close by to your west.
An orc female who is not far off to your west.

< 599h/599H 210v/212V Pos: standing >
The door seems to be closed.

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
The door is open.
You extend your sights southward.
The Storm Port Armory
Obvious exits: -N
An Orc weaponsmaster stands here, selling equipment.(Red Aura)

< 599h/599H 212v/212V Pos: standing >
Ok.

< 599h/599H 212v/212V Pos: standing >
North Storm Street and Soldier's Path
Obvious exits: -N -E -W
An Orc commoner wanders the city here.(Red Aura)
An ixichitl enters from the west.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
An orc city guard who is close by to your north.
A black crow who is close by to your north.
A black crow who is not far off to your north.
A young orc soldier who is not far off to your north.
Savenge who is not far off to your north.
A sleeping orc soldier who is a brief walk away to your north.
A Kobold who is close by to your east.
An Ogre who is close by to your east.
A young orc soldier who is close by to your west.
A stray dog who is close by to your west.
An orc merchant who is not far off to your west.
An orc female who is a brief walk away to your west.

< 599h/599H 211v/212V Pos: standing >
Soldier's Path
Obvious exits: -N -E# -S
An Orc city guard walks here, most likely abusing his power.(Red Aura)
A black crow hops through the streets, pecking at trash.
An ixichitl enters from the south.

< 599h/599H 210v/212V Pos: standing >
You quickly scan the area.
A black crow who is close by to your north.
A young orc soldier who is close by to your north.
Savenge who is close by to your north.
A sleeping orc soldier who is not far off to your north.
An orc commoner who is close by to your south.

< 599h/599H 211v/212V Pos: standing >
A young orc soldier enters from the north.
North Storm Street and Soldier's Path
Obvious exits: -N -E -W
An Orc commoner wanders the city here.(Red Aura)
An ixichitl enters from the north.

< 599h/599H 211v/212V Pos: standing >
East End of North Storm Street and Gale Road
Obvious exits: -N -S -W -U
An ixichitl enters from the west.

< 599h/599H 210v/212V Pos: standing >
The snow is coming down faster now.

< 599h/599H 212v/212V Pos: standing >
Alas, you cannot go that way. . . .

< 599h/599H 212v/212V Pos: standing >
You quickly scan the area.
An orc female who is close by to your north.
A young orc soldier who is close by to your south.
An orc city guard who is not far off to your south.
An orc merchant who is rather far off to your south.
A young orc soldier who is not far off to your west.
A stray dog who is not far off to your west.
An orc merchant who is a brief walk away to your west.
An orc female who is rather far off to your west.
A duergar foreman who is close by above you.

< 599h/599H 212v/212V Pos: standing >
Gale Road
Obvious exits: -N -E -S
A young Orc soldier wanders the city here, preparing for training.(Red Aura)
An ixichitl enters from the north.

< 599h/599H 211v/212V Pos: standing >
You quickly scan the area.
An orc female who is not far off to your north.
A harbour worker who is not far off to your east.
A Kobold who is a brief walk away to your east.
An Ogre who is a brief walk away to your east.
An orc dock guard who is a brief walk away to your east.
An orc dock guard who is a brief walk away to your east.
A harbour worker who is a brief walk away to your east.
A harbour worker who is rather far off to your east.
An orc shipwright who is rather far off to your east.
An orc city guard who is close by to your south.
An orc merchant who is a brief walk away to your south.

< 599h/599H 211v/212V Pos: standing >
Tempest Avenue and Gale Road Intersection
Obvious exits: -N -S -W
An Orc city guard walks here, most likely abusing his power.(Red Aura)
An ixichitl enters from the north.

< 599h/599H 210v/212V Pos: standing >
Gale Road
Obvious exits: -N -E -S
A young Orc soldier wanders the city here, preparing for training.(Red Aura)
An ixichitl enters from the south.

< 599h/599H 211v/212V Pos: standing >
Before the Docks of Storm Port
Obvious exits: -E -W
An ixichitl enters from the west.

< 599h/599H 210v/212V Pos: standing >
You start chanting...

< 599h/599H 212v/212V Pos: standing >
Casting: wall of stone ***

< 599h/599H 212v/212V Pos: standing >
Casting: wall of stone **

< 599h/599H 212v/212V Pos: standing >
Casting: wall of stone *

< 599h/599H 212v/212V Pos: standing >
You complete your spell...

< 599h/599H 212v/212V Pos: standing >
A faint hum can be heard from the legendary platemail of defense of constitution you are carrying.

< 599h/599H 212v/212V Pos: standing >
The Docks of Storm Port
Obvious exits: -N# -E -S -W
An Orc harbour worker runs about performing his duties.(Red Aura)
An ixichitl enters from the west.

< 599h/599H 211v/212V Pos: standing >
The Northern Docks
Obvious exits: -E -W
A tall Orc stresses over all the work to do in the harbour.(Red Aura)
An Orc harbour worker runs about performing his duties.(Red Aura)
A Kobold (tiny) stands here.
An Ogre (huge) Disciple of Lloth stands in mid-air here, fighting an orc dock guard.(holy)(Red Aura)
An orc dock guard stands here, fighting an Ogre.(Red Aura)
An orc dock guard stands here, fighting an Ogre.(Red Aura)
An Orc harbour worker runs about performing his duties.(Red Aura)
An ixichitl enters from the west.

< 599h/599H 210v/212V Pos: standing >
An Ogre's crush strikes an orc dock guard very hard.
An Ogre's mighty crush enshrouds an orc dock guard in a mist of blood.
An Ogre's two-handed adamantite dwarven battle-hammer was damaged from the massive blow!
An Ogre's mighty crush causes an orc dock guard to grimace in pain.

< 599h/599H 211v/212V Pos: standing >
An orc dock guard's fine punch wounds an Ogre.
An orc dock guard's decent punch grazes an Ogre.

< 599h/599H 212v/212V Pos: standing >
Ok.
An ixichitl starts to chant in a deep voice.
an ixichitl lunges at an Ogre striking his chest, leaving him slightly dazed!

< 599h/599H 212v/212V Pos: standing >
An ixichitl's crude crush grazes an Ogre.
An ixichitl misses an Ogre.
An ixichitl's crude crush wounds an Ogre.
An Ogre's glistening bracelet was damaged from the massive blow!
An Ogre blocks an ixichitl's lunge at him.
An ixichitl's crush wounds an Ogre.
An Ogre begins to sllooowwww down.
An ixichitl's fine crush strikes an Ogre.
An Ogre blocks an ixichitl's lunge at him.

< 599h/599H 212v/212V Pos: standing >
An orc dock guard misses an Ogre.
An Ogre's eyes roll as an orc dock guard plants a foot in his face.

< 599h/599H 212v/212V Pos: standing >
You feel your power of wall of stone returning to you.

< 599h/599H 212v/212V Pos: standing >
A harbour worker leaves west.

< 599h/599H 212v/212V Pos: standing >
An orc dock guard's fine punch wounds an Ogre.
An orc dock guard's punch grazes an Ogre.
You start chanting...
You snap into visibility.

< 599h/599H 212v/212V Pos: standing >
Snapping ribs can be heard as an Ogre caves in an orc dock guard's chest with a fearsome blow.
An orc dock guard is dead! R.I.P.
The unmistakable scent of fresh blood can be smelled as an orc dock guard dies in agony.

< 599h/599H 212v/212V Pos: standing >
An Ogre seems to be blinded!
An ixichitl's fine crush wounds an Ogre.
An ixichitl deals a crippling blow to the side of an Ogre's neck.
An ixichitl's impressive crush strikes an Ogre.
An ixichitl's crush wounds an Ogre.
An ixichitl misses an Ogre.
An Ogre screams as an ixichitl sinks five fingers into soft spots in his shoulder.
An ixichitl's decent crush wounds an Ogre.
An ixichitl's crush grazes an Ogre.
An ixichitl's weak crush grazes an Ogre.

< 599h/599H 212v/212V Pos: standing >
Casting: disintegrate 

< 599h/599H 212v/212V Pos: standing >
The harbour master assists an orc dock guard heroically.
The harbour master suddenly attacks an Ogre!
The harbour master's decent punch wounds an Ogre.
You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards an Ogre!
[Damage: 101 ] You smile happily as your disintegration ray hits an Ogre!

< 599h/599H 212v/212V Pos: standing >
You start chanting...
You snap into visibility.

< 599h/599H 212v/212V Pos: standing >
You snap into visibility.
Casting: disintegrate 
An Ogre attempts to flee.
An Ogre leaves west.
A Kobold leaves west.

< 599h/599H 212v/212V Pos: standing >
You abort your spell before it's done!

< 599h/599H 212v/212V Pos: standing >
You failed.

< 599h/599H 212v/212V Pos: standing >
The Docks of Storm Port
Obvious exits: -N# -E -S -W
An Orc harbour worker runs about performing his duties.(Red Aura)
An Orc harbour worker runs about performing his duties.(Red Aura)
An ixichitl enters from the east.

< 599h/599H 211v/212V Pos: standing >
You failed.

< 599h/599H 211v/212V Pos: standing >
Before the Docks of Storm Port
Obvious exits: -E -W
A greyish stone wall is here to the west. (Illusion) (magic)
A Kobold (tiny) stands here.
An ixichitl enters from the east.

< 599h/599H 210v/212V Pos: standing >
You failed.

< 599h/599H 210v/212V Pos: standing >
You start chanting...

< 599h/599H 212v/212V Pos: standing >
Casting: disintegrate 

< 599h/599H 212v/212V Pos: standing >
You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards a Kobold!
[Damage: 107 ] You smile happily as your disintegration ray hits a Kobold!

< 599h/599H 212v/212V Pos: standing >
You start chanting...
You snap into visibility.

< 599h/599H 212v/212V Pos: standing >
You snap into visibility.
Casting: disintegrate 

< 599h/599H 212v/212V Pos: standing >
You complete your spell...
You grin evilly as you send a green beam of disintegration streaking towards a Kobold!
[Damage:  1 ]  turns red hot, a Kobold screams as  burns him.
[Damage:  1 ]  turns red hot, a Kobold screams as  burns him.
[Damage:  1 ]  turns red hot, a Kobold screams as  burns him.
[Damage:  1 ]  turns red hot, a Kobold screams as  burns him.
[Damage: 199 ] You disintegrate a Kobold into small bits!
A Kobold's superior glass tower shield was disintegrated by the negative energy!
A Kobold's pitted diamond hat was disintegrated by the negative energy!
A Kobold is dead! R.I.P.
You receive your share of experience.