The death of [25 Necromancer] Gerra (Kobold)

in a Well Traveled Path

from the perspective of [25 Necromancer] Gerra (Kobold)

<worn around neck>   an exquisite brass gorget from Shairak and Smokeveil Forest
<worn on body>       a corroded chainmail shirt
<held as shield>     a buckler
<primary weapon>     a steel dagger


< 138h/138H 121v/121V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Lesser God  ] Ashyel killed Sirius Black (AFK)

There are 1 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[25 Necromancer     ] Gerra  (Kobold)[Serf]
[ 3 Bard            ] Nibs  (Kobold)[Serf]
[56 Tempest Magus   ] Ghi La Resistance (inv) (Drow Elf)[Knight]
[54 Skald           ] Zij La Resistance (inv) (Orc)[Knight]
[53 Necrolyte       ] Kobie La Resistance (Kobold)[Knight]
[55 Ruiner          ] Goli La Resistance (inv) (Drow Elf)[Knight]
[51 Dark Knight     ] Buv La Resistance (Duergar)[Knight]
[52 Necrolyte       ] Ameth La Resistance (Kobold)[Knight]
[56 Necrolyte       ] Kesk La Resistance (inv) (Kobold)[Noble]

There are 9 mortal(s) on.

Total visible players: 10.
Total connections: 33.

Record number of connections this boot: 37.

< 138h/138H 121v/121V Pos: standing >
It is 12pm, on the Day of the Moon
The 35th Day of the Month of Renewal, Year 1715.
Time elapsed since boot-up: 1:04:34
Current time is: Fri Nov 21 21:22:36 2014 (GMT)

< 138h/138H 121v/121V 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

< 138h/138H 120v/121V Pos: standing >
A small villager enters from the south.

< 138h/138H 120v/121V Pos: standing >
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
A muscular villager wanders here looking to start a fight.
A peasant commoner wanders here with his head held low.
A wandering adventurer roams here looking for some excitement.
A young villager wanders here, singing songs of joy.

< 138h/138H 117v/121V Pos: standing >
a Well Traveled Path
   The ground here is a hard packed dirt.  Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace.  A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West

< 138h/138H 116v/121V Pos: standing >
a Well Traveled Path
   The path here seems to be rather well traveled.  The ground here has been
packed down very tightly.  Small pebbles and faded footprints adorn the ground
here.  The songs of birds can be heard, carried by the winds of Odin.  The air
here is crisp, pure and fresh.  The path continues on to the North and to the
West.
Obvious exits: -North -West
A village commoner wanders here in search of something to do.
A peasant commoner wanders here with his head held low.
A wandering merchant wanders here looking to buy some wares.
A wandering merchant wanders here looking to buy some wares.
A village commoner wanders here in search of something to do.
A traveling merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.

< 138h/138H 114v/121V Pos: standing >
a Well Traveled Path
   The ground here is a hard packed dirt.  Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace.  A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West

< 138h/138H 112v/121V Pos: standing >
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
A muscular villager wanders here looking to start a fight.
A peasant commoner wanders here with his head held low.
A wandering adventurer roams here looking for some excitement.
A young villager wanders here, singing songs of joy.

< 138h/138H 110v/121V Pos: standing >
A muscular villager leaves north.

< 138h/138H 111v/121V Pos: standing >
You sit down and relax.

< 138h/138H 113v/121V Pos: sitting >
a large leather backpack appears to be empty.

< 138h/138H 114v/121V Pos: sitting >
You have memorized the following spells:
( 5th circle)  4 - heal undead
               1 - raise spectre
( 4th circle)  6 - life leech
( 3rd circle)  2 - animate dead
               3 - embalm
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - protection from living
( 1st circle)  1 - minor creation
               7 - slashing darkness

You can memorize 1 3rd circle spell(s).

< 138h/138H 114v/121V Pos: sitting >
You have memorized the following spells:
( 5th circle)  4 - heal undead
               1 - raise spectre
( 4th circle)  6 - life leech
( 3rd circle)  2 - animate dead
               3 - embalm
               1 - sense follower
( 2nd circle)  6 - chill touch
               1 - protection from living
( 1st circle)  1 - minor creation
               7 - slashing darkness

You can memorize 1 3rd circle spell(s).

< 138h/138H 115v/121V Pos: sitting >
You start meditating...

< 138h/138H 116v/121V Pos: sitting >
You stop meditating.
You can't concentrate enough while resting.
You can't do this sitting!

< 138h/138H 121v/121V Pos: sitting >
You clamber to your feet.

< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
An aura of death surrounds you!

< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >
A small villager enters from the north.

< 138h/138H 121v/121V Pos: standing >
Casting: sense follower 

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
You feel your awareness improve.

< 138h/138H 121v/121V Pos: standing >
You failed.

< 138h/138H 121v/121V Pos: standing >
A peasant commoner leaves north.

< 138h/138H 121v/121V Pos: standing >
a Well Traveled Path
Obvious exits: -North -East
A small villager wanders here looking for something to do.
A wandering adventurer roams here looking for some excitement.
A young villager wanders here, singing songs of joy.

< 138h/138H 121v/121V Pos: standing >
A young villager leaves east.

< 138h/138H 121v/121V Pos: standing >
a Well Traveled Path
   The ground here is a hard packed dirt.  Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here.  All of which are signs that this path is very well traveled.  The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace.  A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West
A young villager wanders here, singing songs of joy.

< 138h/138H 118v/121V Pos: standing >
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
A small villager wanders here looking for something to do.
A wandering adventurer roams here looking for some excitement.

< 138h/138H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 138h/138H 115v/121V 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
A peasant commoner wanders here with his head held low.
A muscular villager wanders here looking to start a fight.

< 138h/138H 113v/121V Pos: standing >
You start chanting...
You dodge a bash from a muscular villager, who loses his balance and falls.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP: excellent >
 You dodge a muscular villager's vicious attack.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP: excellent >
 Casting: chill touch 

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP: excellent >
 You complete your spell...
You chill a muscular villager.
The chilling cold causes a muscular villager to stammer, apparently weakened.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  small wounds >
 The snow is coming down faster now.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  small wounds >
 Your pierce grazes a muscular villager.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  small wounds >
 You start chanting...

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  small wounds >
 You dodge a muscular villager's vicious attack.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  small wounds >
 You complete your spell...
You chill a muscular villager.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You start chanting...

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a muscular villager!
The shadowy hand slashes a muscular villager viciously.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 A peasant commoner leaves south.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You dodge a muscular villager's vicious attack.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 Your weak pierce grazes a muscular villager.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You dodge a muscular villager's vicious attack.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You start chanting...

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  few wounds >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a muscular villager!
The shadowy hand slashes a muscular villager viciously.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular ass EP:  nasty wounds >
 Your weak pierce wounds a muscular villager.
A muscular villager clambers to his feet.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP: pretty hurt >
 You start chanting...

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP: pretty hurt >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a muscular villager!
The shadowy hand slashes a muscular villager viciously.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP:  awful >
 A muscular villager misses you.
You dodge a muscular villager's vicious attack.
A muscular villager misses you with his clumsy kick at your chest.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP:  awful >
 You miss a muscular villager.

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP:  awful >
 You start chanting...

< 138h/138H 115v/121V Pos: standing >
< T: Gerra TP: sta TC:excellent E: muscular sta EP:  awful >
 You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a muscular villager!
The shadowy hand tears away the remaining life of a muscular villager.
A muscular villager is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a muscular villager.
It appears you were able to salvage a piece of equipment from your enemy.

< 138h/138H 115v/121V Pos: standing >
You get a small pile of coins from the corpse of a muscular villager.
There were: 5 gold coins, 15 silver coins, 22 copper coins. 

< 138h/138H 115v/121V Pos: standing >
Into what?

< 138h/138H 115v/121V Pos: standing >
Ok.
You put 0 platinum, 5 gold, 15 silver, and 22 copper coins into a large leather backpack.

< 138h/138H 115v/121V Pos: standing >
It appears to be the corpse of a muscular villager.
a decent cured leather collar from Shairak and Smokeveil Forest

< 138h/138H 115v/121V Pos: standing >
the corpse of a muscular villager does not contain the coins.

< 138h/138H 115v/121V Pos: standing >
You don't have anything to put in it.

< 138h/138H 116v/121V Pos: standing >
Into what?

< 138h/138H 116v/121V Pos: standing >
It appears to be the corpse of a muscular villager.
a decent cured leather collar from Shairak and Smokeveil Forest

< 138h/138H 116v/121V Pos: standing >
You get a decent cured leather collar from Shairak and Smokeveil Forest from the corpse of a muscular villager.

< 138h/138H 118v/121V Pos: standing >
You duck your head and place a decent cured leather collar from Shairak and Smokeveil Forest around your neck.

< 138h/138H 121v/121V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
Fresh blood covers everything in the area.
The corpse of a muscular villager is lying here.

< 138h/138H 121v/121V Pos: standing >

		Score information for Gerra

Level: 25   Race: Kobold   Class: Necromancer Sex: Female
Hit points: 138(138)  Moves: 121(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  211 platinum   332 gold    46 silver    16 copper
Playing time: 0 days / 17 hours/ 42 minutes
Received data: 0.0077 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 75%
75%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -1.50   Deaths:   5
Protected from:  Low Circle spells
Enchantments:    Ultravision Levitation
Bartender Quests Remaining: 4
Combat Pulse:   14 Spell Pulse:  0.60 
Leaderboard Points:  101 

Active Spells:
--------------
sense follower (24 minutes)
protection from living (24 minutes)
well-rested bonus (54 minutes)


		Score information for Gerra

Level: 25   Race: Kobold   Class: Necromancer Sex: Female
Hit points: 138(138)  Moves: 121(121)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:  211 platinum   332 gold    46 silver    16 copper
Playing time: 0 days / 17 hours/ 42 minutes
Received data: 0.0077 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 75%
75%
Status:  Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -1.50   Deaths:   5
Protected from:  Low Circle spells
Enchantments:    Ultravision Levitation
Bartender Quests Remaining: 4
Combat Pulse:   14 Spell Pulse:  0.60 
Leaderboard Points:  101 

Active Spells:
--------------
sense follower (24 minutes)
protection from living (24 minutes)
well-rested bonus (54 minutes)


< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >

< 138h/138H 121v/121V Pos: standing >
Casting: embalm *

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
The corpse of a muscular villager is preserved for an additional 50 hours.

< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >
Casting: raise spectre ***

< 138h/138H 121v/121V Pos: standing >
Casting: raise spectre **

< 138h/138H 121v/121V Pos: standing >
Casting: raise spectre 

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
You breathe life into the corpse of a muscular villager with the awesome power of your art.
The spectre of a muscular villager starts following you.

< 138h/138H 121v/121V Pos: standing >
Tackle Whom?

< 138h/138H 121v/121V Pos: standing >
The sun hangs low on the southern sky.

< 138h/138H 121v/121V Pos: standing >
You make a flying leap at the spectre of a muscular villager, and tackle it to the ground.

< 138h/138H 121v/121V Pos: standing >
The spectre of a muscular villager is now a member of your group.

< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >

< 138h/138H 121v/121V Pos: standing >
Casting: minor creation 

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
A steel dagger suddenly appears.

< 138h/138H 121v/121V Pos: standing >
Ok.
The spectre of a muscular villager gets a steel dagger.

< 138h/138H 121v/121V Pos: standing >
You sit down and relax.

< 138h/138H 121v/121V Pos: sitting >
a large leather backpack appears to be empty.

< 138h/138H 121v/121V Pos: sitting >
You have memorized the following spells:
( 5th circle)  4 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  2 - animate dead
               2 - embalm
( 2nd circle)  4 - chill touch
( 1st circle)  3 - slashing darkness

And you are currently memorizing the following spells:
    9 seconds:  ( 2nd) protection from living
   20 seconds:  ( 3rd) sense follower
   29 seconds:  ( 2nd) chill touch
   39 seconds:  ( 2nd) chill touch
   45 seconds:  ( 1st) slashing darkness
   52 seconds:  ( 1st) slashing darkness
   58 seconds:  ( 1st) slashing darkness
   65 seconds:  ( 1st) slashing darkness
   76 seconds:  ( 3rd) embalm
   90 seconds:  ( 5th) raise spectre
   97 seconds:  ( 1st) minor creation

You can memorize 1 3rd circle spell(s).
You continue your study.
You have memorized the following spells:
( 5th circle)  4 - heal undead
( 4th circle)  6 - life leech
( 3rd circle)  2 - animate dead
               2 - embalm
( 2nd circle)  4 - chill touch
( 1st circle)  3 - slashing darkness

And you are currently memorizing the following spells:
    9 seconds:  ( 2nd) protection from living
   20 seconds:  ( 3rd) sense follower
   29 seconds:  ( 2nd) chill touch
   39 seconds:  ( 2nd) chill touch
   45 seconds:  ( 1st) slashing darkness
   52 seconds:  ( 1st) slashing darkness
   58 seconds:  ( 1st) slashing darkness
   65 seconds:  ( 1st) slashing darkness
   76 seconds:  ( 3rd) embalm
   90 seconds:  ( 5th) raise spectre
   97 seconds:  ( 1st) minor creation

< 138h/138H 121v/121V Pos: sitting >
You start meditating...

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing protection from living.

< 138h/138H 121v/121V Pos: sitting >
A wandering adventurer enters from the south.

< 138h/138H 121v/121V Pos: sitting >

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing sense follower.

< 138h/138H 121v/121V Pos: sitting >

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing chill touch.

< 138h/138H 121v/121V Pos: sitting >

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing chill touch.

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing slashing darkness.

< 138h/138H 121v/121V Pos: sitting >
A village commoner enters from the south.
You have finished memorizing slashing darkness.

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing slashing darkness.

< 138h/138H 121v/121V Pos: sitting >
A wandering adventurer leaves south.

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing slashing darkness.

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing embalm.

< 138h/138H 121v/121V Pos: sitting >
A village commoner leaves south.

< 138h/138H 121v/121V Pos: sitting >

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing raise spectre.

< 138h/138H 121v/121V Pos: sitting >
You have finished memorizing minor creation.
Your studies are complete.

< 138h/138H 121v/121V Pos: sitting >
You clamber to your feet.

< 138h/138H 121v/121V Pos: standing >
You start chanting...

< 138h/138H 121v/121V Pos: standing >
You complete your spell...
A steel dagger suddenly appears.

< 138h/138H 121v/121V Pos: standing >
A Human points at you.
A Human fires a blast of molten spray at you, causing unbearable pain.
YIKES!  Another hit like that, and you've had it!!

< 60h/138H 121v/121V Pos: standing >
A village commoner enters from the south.

< 60h/138H 121v/121V Pos: standing >
Ok.
The spectre of a muscular villager gets a steel dagger.

< 60h/138H 121v/121V Pos: standing >
A Human points at you.
A Human sends a blast of molten spray into your face, and you slip away..
Your decent cured leather collar from Shairak and Smokeveil Forest melted from the intense heat!
Your soft leather boots [poor] melted from the intense heat!