The death of [25 Sorcerer] Warez (Gnome)

in A Tiny Fuller's Shop

from the perspective of [56 Tempest Magus] Ghi La Resistance (Drow Elf)

<worn as a badge>    an emblem of Shanatar royalty (magic)
<worn on head>       the great helm of mysticism (glowing)
<worn on eyes>       the eyepatch of immortality of endurance (magic) (glowing) [87%]             
<worn in ear>        a strip of Tiamat's flesh (magic) (glowing) [83%]             
<worn in ear>        a jeweled dragonscale stud [68%]             
<worn on face>       the mask of death [superior]
<worn around neck>   some kharma mind beads (magic)
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn on body>       the robe of lords [superior] (glowing)
<worn about body>    Daganar's cloak of stealth (magic) (glowing)
<worn on back>       a flayed illithid-hide backpack [60%]             
<worn as quiver>     an embroidered illithid-hide backsheath (magic) [79%]             
<worn about waist>   a belt of fresh blood [83%]             
<worn on belt buckle>the fused spine of a swamp mite [poor]
<attached to belt>   lucky alchemist sack [89%]             
<worn on arms>       some glowing sleeves made of devil skin [superior] (magic) (glowing) [25%]             
<held as shield>     the shield of the earthwyrm made by Rolsek (magic)
<worn around wrist>  a blackened bluestone bracer (glowing) [39%]             
<worn around wrist>  a silver charm bracelet [poor] (magic) (glowing) [81%]             
<worn on hands>      the gloves of immolation (glowing)
<worn on finger>     a ring of twisted gray mist of constitution
<worn on finger>     a wisp of deadly mist of intelligence [85%]             
<primary weapon>     the sphere of wind (magic) (glowing)[237h 59m 17s]
<worn on legs>       some ruby studded greaves (magic) (glowing)
<worn on feet>       a pair of dusty boots (glowing)

   MM^^^.^......    
    MM^^..^....     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 232v/238V Pos: standing >
 
    ....*******     
   ^.....*******    
  ^.^^....*******   
 M^.......********  
 M^^^......*******  
 MM^^^.^.@..******  
 MM^^..^^....*****  
 MM^^^.^^....****.  
  MM^^^.^.....**.   
   M^^^.^.......    
    M^^..^.....     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
A small rabbit is here, hopping through the grass.

< 612h/612H 236v/238V Pos: standing >
   This small rabbit gracefully hops through the grass.
A rabbit appears to be Animal and is in excellent condition.
She's small in size.


< 612h/612H 236v/238V Pos: standing >
 
    .....******     
   ^^.....******    
  ^^.^^....******   
 MM^.......*******  
 MM^^^......******  
 MMM^^^.^@M..*****  
 MMM^^..^^....****  
 MMM^^^.^^....****  
  MMM^^^.^.....**   
   MM^^^.^......    
    MM^^..^....     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 234v/238V Pos: standing >
 
    ^.....*****     
   ^^^.....*****    
  M^^.^^....*****   
 MMM^.......******  
 MMM^^^......*****  
  MMM^^^.@.M..****  
  MMM^^..^^....***  
  MMM^^^.^^....***  
   MMM^^^.^.....*   
    MM^^^.^.....    
    MMM^^..^...     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 232v/238V Pos: standing >
 
    ^^.....****     
   M^^^.....****    
  MM^^.^^....****   
  MMM^.......*****  
  MMM^^^......****  
   MMM^^^@^.M..***  
   MMM^^..^^....**  
   MMM^^^.^^....**  
    MMM^^^.^.....   
     MM^^^.^....    
     MMM^^..^..     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 231v/238V Pos: standing >
 
    ^^^.....***     
   MM^^^.....***    
   MM^^.^^....***   
   MMM^.......****  
   MMM^^^......***  
    MMM^^@.^.M..**  
    MMM^^..^^....*  
    MMM^^^.^^....*  
     MMM^^^.^....   
      MM^^^.^...    
      MMM^^..^.     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 231v/238V Pos: standing >
 
    M^^^.....**     
   MMM^^^.....**    
    MM^^.^^....**   
    MMM^.......***  
    MMM^^^......**  
     MMM^@^.^.M..*  
     MMM^^..^^....  
     MMM^^^.^^....  
      MMM^^^.^...   
       MM^^^.^..    
       MMM^^..^     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 612h/612H 232v/238V Pos: standing >
 
    MM^^^.....*     
    MMM^^^.....*    
     MM^^.^^....*   
     MMM^.......**  
     MMM^^^......*  
      MMM@^^.^.M..  
      MMM^^..^^...  
      MMM^^^.^^...  
       MMM^^^.^..   
        MM^^^.^.    
        MMM^^..     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.

< 612h/612H 236v/238V Pos: standing >
 
    MM^^..^..**     
    MM^^^.....**    
    MMM^^^.....**   
     MM^^.^^....**  
     MMM^.......**  
     MMM^@^......*  
      MMM^^^.^.M..  
      MMM^^..^^...  
      MMM^^^.^^..   
       MMM^^^.^.    
        MM^^^.^     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.

< 612h/612H 234v/238V Pos: standing >
 
    MM^^.^.^..*     
   MMM^^..^..***    
    MM^^^.....***   
    MMM^^^.....***  
     MM^^.^^....**  
     MMM^@......**  
     MMM^^^......*  
      MMM^^^.^.M..  
      MMM^^..^^..   
      MMM^^^.^^.    
       MMM^^^.^     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.

< 612h/612H 232v/238V Pos: standing >
 
    MM^^^......     
   MMM^^.^.^..**    
   MMM^^..^..****   
    MM^^^.....****  
    MMM^^^.....***  
     MM^^@^^....**  
     MMM^.......**  
     MMM^^^......*  
      MMM^^^.^.M.   
      MMM^^..^^.    
      MMM^^^.^^     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.

< 612h/612H 233v/238V Pos: standing >
 
    MM^MM++++++     
   MMM^^^.......    
   MMM^^.^.^..***   
   MMM^^..^..*****  
    MM^^^.....****  
    MMM^^@.....***  
     MM^^.^^....**  
     MMM^.......**  
     MMM^^^......   
      MMM^^^.^.M    
      MMM^^..^^     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.

< 612h/612H 232v/238V Pos: standing >
 
    MM^.^^.^.^.     
   MMM^MM+++++++    
   MMM^^^........   
   MMM^^.^.^..***.  
   MMM^^..^..*****  
    MM^^^@....****  
    MMM^^^.....***  
     MM^^.^^....**  
     MMM^.......*   
     MMM^^^.....    
      MMM^^^.^.     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.

< 612h/612H 232v/238V Pos: standing >
 
    MM^.^^MMMMM     
   MMM^.^^.^.^..    
   MMM^MM++++++++   
   MMM^^^.........  
   MMM^^.^.^..***.  
   MMM^^.@^..*****  
    MM^^^.....****  
    MMM^^^.....***  
     MM^^.^^....*   
     MMM^.......    
     MMM^^^....     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.

< 612h/612H 232v/238V Pos: standing >
 
    MM^^^^.MMMM     
   MMM^.^^MMMMM.    
   MMM^.^^.^.^...   
   MMM^MM+++++++++  
   MMM^^^.........  
   MMM^^.@.^..***.  
   MMM^^..^..*****  
    MM^^^.....****  
    MMM^^^.....**   
     MM^^.^^....    
     MMM^......     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.

< 612h/612H 233v/238V Pos: standing >
 
    MMM^..^^^^^     
   MMM^^^^.MMMMM    
  MMMM^.^^MMMMM.^   
   MMM^.^^.^.^....  
   MMM^MM+++++++++  
   MMM^^^@........  
   MMM^^.^.^..***.  
   MMM^^..^..*****  
    MM^^^.....***   
    MMM^^^.....*    
     MM^^.^^...     
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.

< 612h/612H 236v/238V Pos: standing >
 
    MMM^^^^....     
   MMMM^..^^^^^M    
  MMMM^^^^.MMMMM.   
  MMMM^.^^MMMMM.^.  
   MMM^.^^.^.^....  
   MMM^MM@++++++++  
   MMM^^^.........  
   MMM^^.^.^..***.  
   MMM^^..^..****   
    MM^^^.....**    
    MMM^^^.....     
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.

< 612h/612H 234v/238V Pos: standing >
Looks like an exit.
You extend your sights northward.
 
    MMM^^^^....     
   MMMM^..^^^^^M    
  MMMM^^^^.MMMMM.   
  MMMM^.^^MMMMM.^.  
   MMM^.^^.^.^....  
   MMM^MM@++++++++  
   MMM^^^.........  
   MMM^^.^.^..***.  
   MMM^^..^..****   
    MM^^^.....**    
    MMM^^^.....     
In Front of the Massive Iron Gate of the Bailey
   A gigantic gate stands here, allowing entrance into the bailey for those
who desire entrance.  While open now, in times of war it is shut and doubly
barred, and an iron portcullis dropped behind to reinforce it from battering
rams.  Archers are visible on platforms at the top of the palisade and
doubtless other surprises would await the unfortunate soul chosen to assualt
this castle.
Obvious exits: -North# -South
Fresh blood covers everything in the area.

< 612h/612H 235v/238V Pos: standing >
In Front of the Massive Iron Gate of the Bailey
   A gigantic gate stands here, allowing entrance into the bailey for those
who desire entrance.  While open now, in times of war it is shut and doubly
barred, and an iron portcullis dropped behind to reinforce it from battering
rams.  Archers are visible on platforms at the top of the palisade and
doubtless other surprises would await the unfortunate soul chosen to assualt
this castle.
Obvious exits: -North# -South
Fresh blood covers everything in the area.

< 612h/612H 237v/238V Pos: standing >
You quickly scan the area.
A red-nosed vintner who is close by to your north.
An imposing man-at-arms who is close by to your north.
A dwarven merchant who is close by to your north.
A customs officer who is close by to your north.
An inspection agent who is close by to your north.

< 612h/612H 237v/238V Pos: standing >
Your body vibrates as you fan out your molecules.
A Customs and Tariff Station at the Front Gate of the Bailey
   All merchants incoming or outgoing from the bailey are required by law to
stop here and submit to search.  While smuggling of goods is generally not
a problem, the prevention of spies infiltrating the bailey, or even the keep
itself is not taken lightly.  The station also makes a fair profit from the
tariffs and duties imposed on the passing merchants.
Obvious exits: -North -East -South# -West
Fresh blood covers everything in the area.
A red-nosed vintner stumbles about after a day of testing his product.
An imposing man-at-arms is strolling about, looking for trouble.
A dwarven merchant complains loudly about the tariffs.
A customs officer is here calculating a merchant's tariff.
An inspection agent checks incoming traffic for contraband.

< 612h/612H 235v/238V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
   The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right.  The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -North -East -South -West

< 612h/612H 234v/238V Pos: standing >
You quickly scan the area.
A one-armed beggar who is close by to your east.
A red-nosed vintner who is close by to your south.
An imposing man-at-arms who is close by to your south.
A dwarven merchant who is close by to your south.
A customs officer who is close by to your south.
An inspection agent who is close by to your south.

< 612h/612H 237v/238V Pos: standing >

< 612h/612H 238v/238V Pos: standing >
A Customs and Tariff Station at the Front Gate of the Bailey
   All merchants incoming or outgoing from the bailey are required by law to
stop here and submit to search.  While smuggling of goods is generally not
a problem, the prevention of spies infiltrating the bailey, or even the keep
itself is not taken lightly.  The station also makes a fair profit from the
tariffs and duties imposed on the passing merchants.
Obvious exits: -North -East -South# -West
Fresh blood covers everything in the area.
A red-nosed vintner stumbles about after a day of testing his product.
An imposing man-at-arms is strolling about, looking for trouble.
A dwarven merchant complains loudly about the tariffs.
A customs officer is here calculating a merchant's tariff.
An inspection agent checks incoming traffic for contraband.

< 612h/612H 237v/238V Pos: standing >
Along the Southeastern Edge of the Bailey Palisade
   The dirt lane along the southern palisade is not very well traveled at
this particular point except by soldiers and those interested in the store
of the herbalist around the corner.  Virtually no wagon trails are in sight,
although the road has been beaten flat by the constant foot traffic of the
soldiers traveling to their posts on the palisade platforms above.
Obvious exits: -North -East -West
Fresh blood covers everything in the area.

< 612h/612H 236v/238V Pos: standing >
You quickly scan the area.
A one-armed beggar who is close by to your north.
A burly quarrier who is a brief walk away to your east.
A red-nosed vintner who is close by to your west.
An imposing man-at-arms who is close by to your west.
A dwarven merchant who is close by to your west.
A customs officer who is close by to your west.
An inspection agent who is close by to your west.

< 612h/612H 237v/238V Pos: standing >
Along the Southeastern Edge of the Bailey Palisade
   The dirt lane along the southern palisade is not very well traveled at
this particular point except by soldiers and those interested in the store
of the herbalist around the corner.  Virtually no wagon trails are in sight,
although the road has been beaten flat by the constant foot traffic of the
soldiers traveling to their posts on the palisade platforms above.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.

< 612h/612H 237v/238V Pos: standing >
Along the Southeastern Edge of the Bailey Palisade
   The dirt lane along the southern palisade is not very well traveled at
this particular point except by soldiers and those interested in the store
of the herbalist around the corner.  Virtually no wagon trails are in sight,
although the road has been beaten flat by the constant foot traffic of the
soldiers traveling to their posts on the palisade platforms above.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.

< 612h/612H 236v/238V Pos: standing >
The Bottom of the Tower at the Southeastern Corner of the Palisade
   The southeastern tower stairway stands here, designed to allow soldiers
and archers a manner of passage to the platforms above.  The rickety stair-
way, while looking quite fragile, has been reinforced with several thick
logs, and various support beams are nailed to the railing.  The mortar at
the bottom of the tower is beginning to crumble, however the rest of the
structure appears to be in immaculate condition.
Obvious exits: -North -West -Up
Fresh blood covers everything in the area.
A burly quarrier is strolling through on his way home.

< 612h/612H 235v/238V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your north.
A red-nosed vintner who is rather far off to your west.
An imposing man-at-arms who is rather far off to your west.
A dwarven merchant who is rather far off to your west.
A customs officer who is rather far off to your west.
An inspection agent who is rather far off to your west.
The lieutenant of the ballista crew who is close by above you.
A heavy footman who is close by above you.

< 612h/612H 238v/238V Pos: standing >
Looks like an exit.
You extend your sights upward.
The Top of the Tower at the Southeastern Corner of the Palisade
   The tower connects with the platforms leading west over to the bailey
gates, as well as to the north to eventually bend around to the keep on the
motte itself.  The platforms are made of wood, however they are heavily
supported by crossbeams.  The tower is made of heavy rock, with sufficient
mortar to keep the stones from crumbling for many years.
Obvious exits: -North -West -Down
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.
The lieutenant of the ballista crew is checking over the machine.
A heavy footman stands ready to operate the mangonel.

< 612h/612H 238v/238V Pos: standing >
A Dirt Road Along the Eastern Palisade
   The road here is traveled very seldom, for the only store accessible
from this lane is the herbalists store.  That store does considerable business
with the ranger and druidic professions, but virtually none with any others.
The road is in immaculate condition, although the banks are almost entirely
overcome with grass and weeds.
Obvious exits: -North -South -West
Fresh blood splatters cover the area.
A tall longbowman is walking his daily patrol on the platform.

< 612h/612H 237v/238V Pos: standing >
You quickly scan the area.
A burly quarrier who is close by to your south.
A delicate herbalist who is close by to your west.

< 612h/612H 237v/238V Pos: standing >
Looks like an exit.
You extend your sights westward.
A Heavily Scented Herb and Leaf Store
   This store has a thick smell to the air inside; a scent of spices and
herbs.  Unlike the apothecary this store deals only with unguents and balms
that do not require the use of magic.  The walls are covered with shelves
on which rest every type of plant imaginable.  A small garden near the
window bars has several mandrake roots growing in it.
Obvious exits: -East
A delicate herbalist watches over her store.(Gold Aura)

< 612h/612H 237v/238V Pos: standing >
A faint hum can be heard from the sphere of wind you are carrying.
A Dirt Road along the Eastern Palisade
   The road here is traveled very seldom, for the only store accessible
from this lane is the herbalists store.  That store does considerable business
with the ranger and druidic professions, but virtually none with any others.
The road is in immaculate condition, although the banks are almost entirely
overcome with grass and weeds.
Obvious exits: -North -South
Fresh blood covers everything in the area.

< 612h/612H 236v/238V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your south.
A burly quarrier who is not far off to your south.

< 612h/612H 237v/238V Pos: standing >
An Intersection of Roads Along the Eastern Palisade
   The road between the artisans' and scholars' quarters meets here with the
dirt lane against the palisade.  Unlike most intersections in the city, this
one is not rutted deeply by wagon tracks, although foot traffic looks to
have been quite heavy.  The flora along the path grows slowly, mostly
consisting of weeds and the odd tuft of grass.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.

< 612h/612H 237v/238V Pos: standing >
You quickly scan the area.
A tall longbowman who is not far off to your south.
A burly quarrier who is a brief walk away to your south.
A burly bricklayer who is close by to your west.
A rambouillet sheep who is close by to your west.
A humble shepherd who is close by to your west.
A rotund tinker who is not far off to your west.
A bulky ploughman who is rather far off to your west.
The sergeant of the guard who is in the distance to your west.
A sleazy half-orc prostitute who is in the distance to your west.
An exhausted ranger who is in the distance to your west.
A rotund halfling bartender who is in the distance to your west.

< 612h/612H 237v/238V Pos: standing >
A Stone Road Between the Artisans' and Scholars' Quarters
   This finely paved road provides access to parts of both the artisans' and
the scholars' quarters of the bailey.  The shops to the south include those
of the bookbinder, the scrivener, and the clockmaker, as well as to the alley
that leads to the fuller and the cobbler on the artisans' side.  While no
heavy wagon ruts exist as on the smithy's or grocers' side of the bailey,
evidence of heavy foot traffic manifests itself in the hard-packed dirt.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
A burly bricklayer strolls though the streets of the bailey.
A ramboiullet sheep follows the shepherd about the town.
A humble shepherd is strolling about, eyes downcast.

< 612h/612H 236v/238V Pos: standing >
You quickly scan the area.
A small gnomish clockmaker who is close by to your south.
A rotund tinker who is close by to your west.
A bulky ploughman who is a brief walk away to your west.
The sergeant of the guard who is rather far off to your west.
A sleazy half-orc prostitute who is rather far off to your west.
An exhausted ranger who is rather far off to your west.
A rotund halfling bartender who is rather far off to your west.
A towering hosteler who is in the distance to your west.

< 612h/612H 237v/238V Pos: standing >

< 612h/612H 238v/238V Pos: standing >
A Stone Road Between the Artisans' and Scholars' Quarters
   This finely paved road provides access to parts of both the artisans' and
the scholars' quarters of the bailey.  The shops to the south include those
of the bookbinder, the scrivener, and the clockmaker, as well as to the alley
that leads to the fuller and the cobbler on the artisans' side.  While no
heavy wagon ruts exist as on the smithy's or grocers' side of the bailey,
evidence of heavy foot traffic manifests itself in the hard-packed dirt.
Obvious exits: -North -East -South -West
A rotund tinker is wandering the alleys of the bailey.

< 612h/612H 237v/238V Pos: standing >

< 612h/612H 237v/238V Pos: standing >
You quickly scan the area.
The bailey sheriff who is close by to your north.
The bailey hangman who is not far off to your north.
A Gnome who is a brief walk away to your north.
A gap-toothed fuller who is a brief walk away to your north.
A rambouillet sheep who is close by to your east.
A humble shepherd who is close by to your east.
A burly bricklayer who is not far off to your east.
A small halfling woodturner who is close by to your south.
A handsome bookbinder who is close by to your south.
A bulky ploughman who is not far off to your west.
The sergeant of the guard who is a brief walk away to your west.
A sleazy half-orc prostitute who is a brief walk away to your west.
An exhausted ranger who is a brief walk away to your west.
A rotund halfling bartender who is a brief walk away to your west.
A towering hosteler who is rather far off to your west.

< 612h/612H 237v/238V Pos: standing >
A Stone Road Between the Artisans' and Scholars' Quarters
   This finely paved road provides access to parts of both the artisans' and
the scholars' quarters of the bailey.  The shops to the south include those
of the bookbinder, the scrivener, and the clockmaker, as well as to the alley
that leads to the fuller and the cobbler on the artisans' side.  While no
heavy wagon ruts exist as on the smithy's or grocers' side of the bailey,
evidence of heavy foot traffic manifests itself in the hard-packed dirt.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
A ramboiullet sheep follows the shepherd about the town.
A humble shepherd is strolling about, eyes downcast.

< 612h/612H 236v/238V Pos: standing >

< 612h/612H 238v/238V Pos: standing >
Saving Ghi.

< 612h/612H 238v/238V Pos: standing >
You don't know that spell!

< 612h/612H 238v/238V Pos: standing >
No new group members.

< 612h/612H 238v/238V Pos: standing >
But you are a member of no group?!

< 612h/612H 238v/238V Pos: standing >
Saving Ghi.

< 612h/612H 238v/238V Pos: standing >
A burly bricklayer enters from the east.

< 612h/612H 238v/238V Pos: standing >
You start chanting...

< 612h/612H 238v/238V Pos: standing >
Casting: conjure air *

< 612h/612H 238v/238V Pos: standing >
You complete your spell...
A HUGE gust of wind solidifies into a LARGE air elemental.
A LARGE air elemental sulkily says 'Your wish is my command, master!'
A LARGE air elemental starts following you.

< 612h/612H 238v/238V Pos: standing >
A LARGE air elemental is now a member of your group.

< 612h/612H 238v/238V Pos: standing >
Your group consists of ( 2/30):
( Head)   612/612   hit,  238/238  move Ghi
(Front)   219/219   hit,  148/148  move a LARGE air elemental

< 612h/612H 238v/238V Pos: standing >
A Stone Road Between the Artisans' and Scholars' Quarters
   This finely paved road provides access to parts of both the artisans' and
the scholars' quarters of the bailey.  The shops to the south include those
of the bookbinder, the scrivener, and the clockmaker, as well as to the alley
that leads to the fuller and the cobbler on the artisans' side.  While no
heavy wagon ruts exist as on the smithy's or grocers' side of the bailey,
evidence of heavy foot traffic manifests itself in the hard-packed dirt.
Obvious exits: -North -East -South -West
A rotund tinker is wandering the alleys of the bailey.
A LARGE air elemental enters from the east.

< 612h/612H 237v/238V Pos: standing >
You quickly scan the area.
The bailey sheriff who is close by to your north.
The bailey hangman who is not far off to your north.
A Gnome who is a brief walk away to your north.
A gap-toothed fuller who is a brief walk away to your north.
A burly bricklayer who is close by to your east.
A rambouillet sheep who is close by to your east.
A humble shepherd who is close by to your east.
A small halfling woodturner who is close by to your south.
A handsome bookbinder who is close by to your south.
A bulky ploughman who is not far off to your west.
The sergeant of the guard who is not far off to your west.
A sleazy half-orc prostitute who is a brief walk away to your west.
An exhausted ranger who is a brief walk away to your west.
A rotund halfling bartender who is a brief walk away to your west.
A towering hosteler who is rather far off to your west.

< 612h/612H 237v/238V Pos: standing >
A LARGE air elemental fades from your mortal viewing...

< 612h/612H 237v/238V Pos: standing >
A Dark Alley in the Artisan's Quarter
   The dark alley shoots off of the road between the artisans' and scholars'
quarters, darkening considerably as the buildings around seem to grow both
closer and taller.  The alleyway is littered with lots of refuse, the litter
from both business ventures and from personal episodes.  The skeleton of
a dead cat has been trodden into the dirt, its bones broken many times.
Obvious exits: -North -South
The bailey sheriff is wandering about, looking for troublemakers.
A LARGE air elemental enters from the south.

< 612h/612H 236v/238V Pos: standing >
A Dark Alley in the Artisans' Quarter
   The alley takes a sharp turn here, sweeping past a small store to the
north.  The shingle above the door reads as the store of a fuller, or
felt-maker, a shop of no small profit but unsteady business.  Several large
piles of rubbish near the entrance speak volumes of the owners fastidiousness,
or more correctly, lack-there-of.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
The bailey hangman wanders about wringing his hands.
A LARGE air elemental enters from the south.

< 612h/612H 236v/238V Pos: standing >
A Tiny Fuller's Shop
   A large vat in the corner and a small heating grill are used by the
fuller in the process of making his felt.  Stacked in the corner are several
bolts of cloth ready for use, and lying neatly by the door are several finished
bolts of colored felt.  A large window on the side provides plenty of light for
the task, as well as a soothing breeze.
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
[2] The corpse of a Gnome is lying here.
A Gnome (small) sits resting.(Gold Aura)
A gap-toothed fuller works on creating some felt.
A LARGE air elemental enters from the south.

< 612h/612H 237v/238V Pos: standing >
You don't know that spell!

< 612h/612H 237v/238V Pos: standing >
You start chanting...
You snap into visibility.

< 612h/612H 237v/238V Pos: standing >
Casting: forked lightning 

< 612h/612H 237v/238V Pos: standing >
You complete your spell...
[Damage: 18 ] You unleash a powerful blast of forked lightning directed at a Gnome.
[Damage: 19 ] You unleash a powerful blast of forked lightning directed at a Gnome.
[Damage: 19 ] Your deadly blast of forked lightning ends a Gnome's life abruptly.
A Gnome is dead! R.I.P.
You receive your share of experience.