The death of [22 Illusionist] Sslit (Kobold)

in a Well Traveled Path

from the perspective of [22 Illusionist] Sslit (Kobold)

<worn on head>       a sparkling marble circlet from Shairak and Smokeveil Forest
<worn around neck>   a misshaped dragonscale collar from The Village of New Hope
<worn about body>    an unique clay bodycloak
<worn as quiver>     an angelic steel quiver
<worn about waist>   a belt of sewn ratskins
<worn on belt buckle>a rugged adventurers satchel
<held as shield>     a small round wooden shield
<primary weapon>     the arms of Fili
<worn on legs>       some spiked bone pants

You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 10 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 10 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 10 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 10 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 A traveling adventurer's fine punch strikes Herp.
A traveling adventurer's punch wounds Herp.
You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You complete your spell...
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 A traveling adventurer dodges your futile attack.
Herp's powerful slash strikes a traveling adventurer hard.
Herp's impressive slash strikes a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You don't have that spell memorized.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 Casting: burning hands 

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You complete your spell...
[Damage: 59 ] You burned a traveling adventurer.
You miss a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 A traveling adventurer's punch wounds Herp.
A traveling adventurer's crude punch wounds Herp.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 Herp misses a traveling adventurer.
Herp's slash causes a traveling adventurer to grimace in pain.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 Casting: boulder 

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 You complete your spell...
[Damage: 30 ] Your huge illusional boulder hits a traveling adventurer causing him to scream out in agony!

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 A traveling adventurer dodges your futile attack.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 A peasant commoner leaves south.
You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 You complete your spell...
[Damage: 56 ] You burned a traveling adventurer to death.
A traveling adventurer is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A traveling adventurer's death cry reverberates in your head as he falls to the ground.

< 120h/120H 114v/114V Pos: standing >
You get a few coins from the corpse of a traveling adventurer.
There were: 1 platinum coin, 11 gold coins. 

< 120h/120H 114v/114V Pos: standing >
Addicted to Blood - EXP and Plat Bonus
Kill 30 mobs within 30 minutes
You are 30% complete.
You have 21:47 left.

Bloodlust - Damage Bonus(vs mob only)
Current lust: 90%
You have 5:47 left.

< 120h/120H 114v/114V Pos: standing >
You stop using a rugged adventurers satchel.

< 115h/115H 114v/114V Pos: standing >
Ok.
You put 1 platinum, 11 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.

< 115h/115H 114v/114V Pos: standing >
You attach a rugged adventurers satchel to your belt.

< 115h/115H 114v/114V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
Fresh blood covers everything in the area.
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
Herp (Ogre)(huge) stands, floating here.(Red Aura)
A young villager wanders here, singing songs of joy.(Gold Aura)

< 120h/120H 114v/114V Pos: standing >
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South# -Down
The corpse of a tiny infant is lying here.
A tiny infant has been abandoned here, left to die.(Gold Aura)
Herp floats in from below.

< 120h/120H 112v/114V Pos: standing >
Herp suddenly attacks a tiny infant!
Herp's impressive slash grievously wounds a tiny infant.
A tiny infant is incapacitated and will slowly die, if not aided.
Ok.

< 120h/120H 112v/114V Pos: standing >
A Room of Peace
   This chamber is lit with a pulsating, eerie light that seems to be emanating
from seemingly nowhere.  The walls seem to be made of a strange magical stone
the like of which you have never seen before.  The floor here is smooth and
very soothing to the touch.  This seems to be some sort of place to meditate or
to commune with the dead.  A rather strange looking statue is in the center of
this room, depicting what seems to be a black dragon fighting against a copper
dragon.  This room emits a strong feeling of joy and boundless peace.
A soothing aura fills the area.
Obvious exits: -North
The corpse of a muscular villager is lying here.
The corpse of a traveling merchant is lying here.
A tiny emerald has been left here.

< 120h/120H 111v/114V Pos: standing >
Ok.

< 120h/120H 111v/114V Pos: standing >
Ok.

< 120h/120H 112v/114V Pos: standing >
You sit down and relax.

< 120h/120H 113v/114V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  4 - burning hands
               1 - darkness

And you are currently memorizing the following spells:
    6 seconds:  ( 1st) magic missile
   13 seconds:  ( 1st) magic missile
   20 seconds:  ( 1st) magic missile
   27 seconds:  ( 1st) magic missile
   33 seconds:  ( 1st) magic missile
   40 seconds:  ( 1st) magic missile
   47 seconds:  ( 1st) magic missile
   54 seconds:  ( 1st) magic missile
   63 seconds:  ( 2nd) burning hands
   78 seconds:  ( 5th) boulder
   88 seconds:  ( 2nd) burning hands

You can memorize no more spells.
You continue your study.

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >
You start meditating...

< 120h/120H 114v/114V Pos: sitting >
Herp enters from the north.

< 120h/120H 114v/114V Pos: sitting >
Herp sits down in a comfortable spot.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
Herp stops sitting around and lays down.

< 120h/120H 114v/114V Pos: sitting >
You stop meditating.
The door is open.
   Out of the Darkness.........Into the light.
You extend your sights northward.
It's too difficult to see what lies in that direction.

< 120h/120H 114v/114V Pos: sitting >
Ok.

< 120h/120H 114v/114V Pos: sitting >
Herp awakens.
You have memorized the following spells:
( 5th circle)  2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  4 - burning hands
               1 - darkness
( 1st circle)  1 - magic missile

And you are currently memorizing the following spells:
    1 seconds:  ( 1st) magic missile
    8 seconds:  ( 1st) magic missile
   15 seconds:  ( 1st) magic missile
   22 seconds:  ( 1st) magic missile
   28 seconds:  ( 1st) magic missile
   35 seconds:  ( 1st) magic missile
   42 seconds:  ( 1st) magic missile
   51 seconds:  ( 2nd) burning hands
   67 seconds:  ( 5th) boulder
   76 seconds:  ( 2nd) burning hands

You can memorize no more spells.

< 120h/120H 114v/114V Pos: sitting >
You start meditating...

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
Herp seems to have overcome his battle madness.

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  4 - burning hands
               1 - darkness
( 1st circle)  6 - magic missile

And you are currently memorizing the following spells:
    4 seconds:  ( 1st) magic missile
   10 seconds:  ( 1st) magic missile
   20 seconds:  ( 2nd) burning hands
   35 seconds:  ( 5th) boulder
   45 seconds:  ( 2nd) burning hands

You can memorize no more spells.

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing magic missile.

< 120h/120H 114v/114V Pos: sitting >
Herp awakens.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing burning hands.

< 120h/120H 114v/114V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  5 - burning hands
               1 - darkness
( 1st circle)  8 - magic missile

And you are currently memorizing the following spells:
   10 seconds:  ( 5th) boulder
   19 seconds:  ( 2nd) burning hands

You can memorize no more spells.

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing boulder.

< 120h/120H 114v/114V Pos: sitting >
You have finished memorizing burning hands.
Your studies are complete.

< 120h/120H 114v/114V Pos: sitting >
You clamber to your feet.

< 120h/120H 114v/114V Pos: standing >
Ok.

< 120h/120H 114v/114V Pos: standing >
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down
Fresh blood covers everything in the area.
[2] The corpse of a tiny infant is lying here.

< 120h/120H 113v/114V Pos: standing >
Rushdie Inn
Obvious exits: -South -Down
Fresh blood covers everything in the area.
[2] The corpse of a tiny infant is lying here.

< 120h/120H 113v/114V Pos: standing >
A Room of Peace
   This chamber is lit with a pulsating, eerie light that seems to be emanating
from seemingly nowhere.  The walls seem to be made of a strange magical stone
the like of which you have never seen before.  The floor here is smooth and
very soothing to the touch.  This seems to be some sort of place to meditate or
to commune with the dead.  A rather strange looking statue is in the center of
this room, depicting what seems to be a black dragon fighting against a copper
dragon.  This room emits a strong feeling of joy and boundless peace.
A soothing aura fills the area.
Obvious exits: -North
The corpse of a muscular villager is lying here.
The corpse of a traveling merchant is lying here.
A tiny emerald has been left here.
Herp (Ogre)(huge) is stretched out, sound asleep.(Red Aura)

< 120h/120H 112v/114V Pos: standing >
Your group consists of ( 2/30):
( Head)   120/120   hit,  112/114  move Sslit
(Front)   382/640   hit,  127/127  move Herp

< 120h/120H 112v/114V Pos: standing >
You have memorized the following spells:
( 5th circle)  1 - boulder
               2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  6 - burning hands
               1 - darkness
( 1st circle)  8 - magic missile

You can memorize no more spells.

< 120h/120H 113v/114V Pos: standing >
Ok.

< 120h/120H 114v/114V Pos: standing >
Your group consists of ( 2/30):
( Head)   120/120   hit,  114/114  move Sslit
(Front)   415/640   hit,  127/127  move Herp

< 120h/120H 114v/114V Pos: standing >
A Room of Peace
Obvious exits: -North#
The corpse of a muscular villager is lying here.
The corpse of a traveling merchant is lying here.
A tiny emerald has been left here.
Herp (Ogre)(huge) is stretched out, sound asleep.(Red Aura)

< 120h/120H 114v/114V Pos: standing >

< 120h/120H 114v/114V Pos: standing >
Herp awakens.

< 120h/120H 114v/114V Pos: standing >

< 120h/120H 114v/114V Pos: standing >
Herp eats a slab of beef.

< 120h/120H 114v/114V Pos: standing >
Your group consists of ( 2/30):
( Head)   120/120   hit,  114/114  move Sslit
(Front)   430/647   hit,  127/127  move Herp

< 120h/120H 114v/114V Pos: standing >
You have memorized the following spells:
( 5th circle)  1 - boulder
               2 - shadow travel
( 4th circle)  1 - sleep
               1 - farsee
               1 - levitate
               2 - insects
( 3rd circle)  2 - blindness
               2 - mirror image
               2 - shadow monster
( 2nd circle)  6 - burning hands
               1 - darkness
( 1st circle)  8 - magic missile

You can memorize no more spells.

< 120h/120H 114v/114V Pos: standing >

< 120h/120H 114v/114V Pos: standing >
Your group consists of ( 2/30):
( Head)   120/120   hit,  114/114  move Sslit
(Front)   469/647   hit,  127/127  move Herp

< 120h/120H 114v/114V Pos: standing >

< 120h/120H 114v/114V Pos: standing >
Herp awakens.

< 120h/120H 114v/114V Pos: standing >

< 120h/120H 114v/114V Pos: standing >
Herp clambers to his feet.

< 120h/120H 114v/114V Pos: standing >
Ok.

< 120h/120H 114v/114V Pos: standing >
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down
[2] The corpse of a tiny infant is lying here.
A tiny infant has been abandoned here, left to die.(Gold Aura)
Herp enters from the south.

< 120h/120H 113v/114V Pos: standing >
Ok.

< 120h/120H 113v/114V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)
Herp floats in from above.

< 120h/120H 112v/114V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
Herp (Ogre)(huge) stands, floating here.(Red Aura)
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)

< 120h/120H 112v/114V Pos: standing >
You are three quarters the way to your next level.

< 120h/120H 114v/114V Pos: standing >
Your group consists of ( 2/30):
( Head)   120/120   hit,  114/114  move Sslit
(Front)   498/647   hit,  127/127  move Herp

< 120h/120H 114v/114V Pos: standing >
The well traveled path continues on.
You extend your sights southward.
a Well Traveled Path
   The smell of life is great and grand here.  The hauntingly beautiful songs
of birds are carried by the majestic wind.  The sound of villagers moving about
also invades the purity of the air.  The ground here is a very hard packed
dirt.  The path seems to be rather well traveled with broken twigs, crushed
leaves, and faded footprints adorning the ground.
Obvious exits: -North -East
The corpse of a wandering merchant is lying here.

< 120h/120H 114v/114V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
Herp (Ogre)(huge) stands, floating here.(Red Aura)
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)

< 120h/120H 114v/114V Pos: standing >
Herp stops using a two-handed sword.

< 120h/120H 114v/114V Pos: standing >
Herp straps a small round wooden shield to his arm.
a Well Traveled Path
Obvious exits: -South -Up
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
Herp (Ogre)(huge) stands, floating here.(Red Aura)
A traveling adventurer roams here looking for some excitement.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)

< 120h/120H 114v/114V Pos: standing >
You see nothing special about him.
Herp appears to be Ogre and has some small wounds and bruises.
He's huge in size.
He is in the front rank.

<worn on head>       a hallowed Cimmerian headband (glowing)
<worn on face>       a static glass veil
<worn around neck>   a tattered dwarfskin collar
<worn around neck>   a tattered dwarfskin collar
<worn on body>       a sparkling bronze ringmail
<worn about body>    a raw leather cloak
<worn about waist>   a belt made from assorted skins
<worn on belt buckle>a rugged adventurers satchel
<held as shield>     a small round wooden shield
<worn around wrist>  some oddly engraved bracers [poor]
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<secondary weapon>   a two-handed sword
<worn on feet>       a pair of raw leather boots

< 120h/120H 114v/114V Pos: standing >
Herp suddenly attacks a traveling adventurer!
Herp's impressive punch wounds a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
The night has begun.
a Well Traveled Path
Obvious exits: -South -Up
[2] The corpse of a traveling adventurer is lying here.
The corpse of a pudgy commoner is lying here.
Herp (Ogre)(huge) stands, floating here, fighting a traveling adventurer.(Red Aura)
A traveling adventurer stands here, fighting Herp.(Gold Aura)
A wandering adventurer roams here looking for some excitement.(Gold Aura)

< 120h/120H 114v/114V Pos: standing >
You assist Herp heroically.
You miss a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 Herp dodges a traveling adventurer's attack.
A traveling adventurer's impressive slash wounds Herp.
A traveling adventurer whacks Herp in the side with a sound kick.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 Herp's mighty punch wounds a traveling adventurer.
A traveling adventurer dodges Herp's attack.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 A traveling adventurer parries your futile lunge at him.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 Herp stops using a two-handed sword.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 Herp wields a two-handed sword.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP: few scratches >
 You complete your spell...
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP:  small wounds >
 A traveling adventurer parries your futile lunge at him.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP:  small wounds >
 You see nothing special about him.
Herp appears to be Ogre and has some small wounds and bruises.
He's huge in size.
He is in the front rank.

<worn on head>       a hallowed Cimmerian headband (glowing)
<worn on face>       a static glass veil
<worn around neck>   a tattered dwarfskin collar
<worn around neck>   a tattered dwarfskin collar
<worn on body>       a sparkling bronze ringmail
<worn about body>    a raw leather cloak
<worn about waist>   a belt made from assorted skins
<worn on belt buckle>a rugged adventurers satchel
<held as shield>     a small round wooden shield
<worn around wrist>  some oddly engraved bracers [poor]
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<primary weapon>     a two-handed sword
<worn on feet>       a pair of raw leather boots

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: small wounds E: dorf sta EP:  small wounds >
 A traveling adventurer's powerful slash strikes Herp.
A traveling adventurer's powerful slash strikes Herp.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  small wounds >
 A traveling adventurer dodges Herp's attack.
You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  small wounds >
 You complete your spell...
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  small wounds >
 A traveling adventurer parries your futile lunge at him.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  small wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  small wounds >
 You complete your spell...
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You complete your spell...
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  7 ] You watch with self-pride as the magic missile hits a traveling adventurer.
A traveling adventurer misses Herp.
A traveling adventurer misses Herp.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 A traveling adventurer dodges your futile attack.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 A traveling adventurer parries Herp's lunge at him.
A traveling adventurer dodges Herp's attack.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You complete your spell...
[Damage:  6 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  6 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  6 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  6 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  6 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 A traveling adventurer parries your futile lunge at him.
You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  few wounds >
 You complete your spell...
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage: 11 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 A traveling adventurer's powerful slash strikes Herp.
A traveling adventurer's impressive slash wounds Herp.
A traveling adventurer whacks Herp in the side with a sound kick.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 A traveling adventurer parries Herp's lunge at him.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You complete your spell...
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You complete your spell...
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.
[Damage:  5 ] You watch with self-pride as the magic missile hits a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 [Damage:  1 ] Your weak crush grazes a traveling adventurer.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 A traveling adventurer's slash strikes Herp.
A traveling adventurer's powerful slash wounds Herp.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You don't have that spell memorized.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 A traveling adventurer dodges Herp's attack.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You start chanting...

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  nasty wounds >
 You complete your spell...
[Damage: 64 ] You burned a traveling adventurer.
A traveling adventurer parries your futile lunge at him.

< 120h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 A Human completes his spell...
A Human utters the words 'ofzahzf gajr eughjfbaiqz'
A Human points at you.
Your soul is engulfed by unbearable pain as a Human finishes incanting his spell.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 3h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 You start chanting...

< 3h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP: pretty hurt >
 You complete your spell...
[Damage: 47 ] You burned a traveling adventurer.

< 3h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 Herp barely blocks a traveling adventurer's lunge at him.

< 3h/120H 114v/114V Pos: standing >
< T: Herp TP: sta TC: few wounds E: dorf sta EP:  awful >
 A Human completes his spell...
A Human utters the words 'ofzahzf gajr eughjfbaiqz'
A Human points at you.
Your soul begins to ache painfully, then suddenly all is nothing..
Your shabby alligator skin jerkin shattered in bits as the tortured body spasms and quivers!