The death of [40 Disharmonist] Ranolwin The Empire (Halfling)

in A Musky Hallway With the Keep

from the perspective of [40 Disharmonist] Ranolwin The Empire (Halfling)

<worn as a badge>    a beacon of courage (glowing) (illuminating)
<worn on head>       a bloody skull faced helmet of endurance
<worn in ear>        a dwarven-made flesh stud
<worn in ear>        a mithril and gold earring of dexterity
<worn on face>       the mask of armageddon
<worn around neck>   a symbol of Baphomet [poor]
<worn around neck>   a satanic amulet [superior]
<worn on body>       a full suit of spiked bone platemail
<worn about waist>   a bamboo belt [73%]             
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<attached to belt>   the horn of the dragonslayer
<worn on arms>       the sleeves of the swamp troll
<worn around wrist>  an emerald bracelet
<worn around wrist>  a leather wrist pouch of damage
<worn on hands>      a pair of thick hydra-hide gloves of regeneration
<worn on finger>     a glowing black ring
<primary weapon>     sewing needle
<held>               a bone lyre
<worn on legs>       the slimy skin of discards
<worn on feet>       a pair of crystal spurred boots [superior]

A heavy footman who is rather far off to your east.

< 315h/315H 120v/122V Pos: standing >
A Musky Hallway Within the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
the Archbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -East -West
Fresh blood splatters cover the area.
The corpse of a heavy footman is lying here.

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North# -East -South# -West

< 315h/315H 120v/122V Pos: standing >
An Intersection of Halls Within the Keep
   The two hallways on the second story of the keep join here, at a very
well traveled intersection with the keep.  The soldiers upon their daily
rounds to the palisades must pass through here or else leave the keep and
travel to one of the towers to access the platforms, and the Duke himself
comes though each morning and night on his way to and from his bed chamber.
Obvious exits: -North -East -South -West

< 315h/315H 119v/122V Pos: standing >
A Musky Hallway Through the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West
The corpse of a heavy footman is lying here.
A heavy footman is patrolling the keep, watching for trouble.

< 315h/315H 120v/122V Pos: standing >
[Damage: 15 ] 
< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP: few scratches >
 A heavy footman's kick parts your hair but does little else.
-=[a heavy footman attacks you.]=- [0 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP: few scratches >
 [Damage:  9 ] [Damage:  6 ] -=[You attack a heavy footman.]=- [2 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 You start chanting...

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 -=[a heavy footman attacks you.]=- [0 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 Casting: bigbys clenched fist *

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: footman sta EP:  small wounds >
 You complete your spell...
[Damage: 418 ] Your mighty fist smashes into a heavy footman's body, killing him instantly!
A heavy footman is dead! R.I.P.
You receive your share of experience.
The last gasps of a heavy footman cause a sickening chill to run up your spine.

< 315h/315H 122v/122V Pos: standing >
A meek servant enters from the north.

< 315h/315H 122v/122V Pos: standing >
You get a small pile of coins from the corpse of a heavy footman.
There were: 1 platinum coin, 8 gold coins, 16 silver coins, 20 copper coins. 

< 315h/315H 122v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: standing >
An Intersection of Halls Within the Keep
   The two hallways on the second story of the keep join here, at a very
well traveled intersection with the keep.  The soldiers upon their daily
rounds to the palisades must pass through here or else leave the keep and
travel to one of the towers to access the platforms, and the Duke himself
comes though each morning and night on his way to and from his bed chamber.
Obvious exits: -North -East -South -West

< 315h/315H 121v/122V Pos: standing >
A Dank and Gloomy Hallway Within the Keep
   This short hall provides access to and from the northern tower into the
keep.  The wooden planking connecting the keep and tower is specially rigged
to fall away when a lever is thrown, thus preventing an enemy easy access to
the keep should foes breach the palisade outside.  The lever is barred and
locked however, and no possible way to reach it exists.
Obvious exits: -North# -South

< 315h/315H 120v/122V Pos: standing >
You quickly scan the area.
You see nothing.

< 315h/315H 121v/122V Pos: standing >
An Intersection of Halls Within the Keep
   The two hallways on the second story of the keep join here, at a very
well traveled intersection with the keep.  The soldiers upon their daily
rounds to the palisades must pass through here or else leave the keep and
travel to one of the towers to access the platforms, and the Duke himself
comes though each morning and night on his way to and from his bed chamber.
Obvious exits: -North -East -South -West

< 315h/315H 121v/122V Pos: standing >
A Musky Hallway Through the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
[2] The corpse of a heavy footman is lying here.
A meek servant shuffles about the castle sweeping up dust.

< 315h/315H 120v/122V Pos: standing >
You do not see that here.

< 315h/315H 122v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: standing >
[Damage: 54 ] A meek servant makes a strange sound as you place sewing needle in her back.

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: servant sta EP:  bleeding, close to death >
 You dodge a bash from a meek servant, who loses her balance and falls.
-=[a meek servant attacks you.]=- [0 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: servant ass EP:  bleeding, close to death >
 Your improved dexterity grants you an additional attack!
[Damage:  9 ] Your stab cuts a vital artery and causes a meek servant to fall before your feet.
A meek servant is dead! R.I.P.
You receive your share of experience.
A meek servant's death cry reverberates in your head as she falls to the ground.

< 315h/315H 122v/122V Pos: standing >
You get a few coins from the corpse of a meek servant.
There were: 3 gold coins, 7 silver coins, 7 copper coins. 

< 315h/315H 122v/122V Pos: standing >
A Musky Hallway Through The Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Heavy Stone Platform on the Eastern Tower
   This massive tower is capped by a huge platform holding several war
engines, among them mangonels, catapults and ballistas.  Piles of ammunition
nearby are ready in case heavy firing breaks out, and a heavy block and
tackle is available for for lifting more if the need arises.  The weapons
are chocked in place, but are ready to roll into position.
Obvious exits: -North -South -West -Down
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.

< 315h/315H 121v/122V Pos: standing >

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform on the Eastern Motte Palisade
   The platforms on the eastern palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -North -South

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform at the Northeastern Corner of the Palisade
   This platform at the northeastern corner is especially reinforced, as in
times of war it is heavily manned with soldiers and archers to rain death
down upon a foe below.  The heavy planking is supplemented with thick iron
support beams, and small holes have been drilled in the palisade to afford
an archer a shot at an enemy below while offering him superior protection.
Obvious exits: -South -West

< 315h/315H 120v/122V Pos: standing >

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform on the Northern Motte Palisade
   The platforms on the northern palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform on the Northern Motte Palisade
   The platforms on the northern palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: standing >
A Heavy Stone Platform on the Northern Tower
   The northern tower has been especially reinforced to carry this massive
platform, used to hold the enormous ballistae and mangonels employed by the
castle soldiers.  The platform is sloped at an angle to keep recoil from
the war engines to a minimum, and several stores of ballista bolts and
catapult rocks are neatly for quick re-arming.
Obvious exits: -East -South# -West -Down
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.
A grinning sheather winks at the passers-by on the streets.

< 315h/315H 121v/122V Pos: standing >

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform on the Northern Motte Palisade
   The platforms on the northern palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -East -West

< 315h/315H 120v/122V Pos: standing >
The taste of blood slowly fades from your body.

< 315h/315H 120v/122V Pos: standing >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.

< 315h/315H 120v/122V Pos: standing >
A Narrow Platform on the Northern Motte Palisade
   The platforms on the northern palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform at the Northwestern Corner of the Palisade
   This platform at the northwestern corner is especially reinforced, as in
times of war it is heavily manned with soldiers and archers to rain death
down upon a foe below.  The heavy planking is supplemented with thick iron
support beams, and small holes have been drilled in the palisade to afford
an archer a shot at an enemy below while offering him superior protection.
Obvious exits: -East -South

< 315h/315H 120v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 315h/315H 122v/122V Pos: standing >
A Narrow Platform on the Western Motte Palisade
   The platforms on the western palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -North -South

< 315h/315H 121v/122V Pos: standing >
A Heavy Stone Platform on the Western Tower
   This tower is designed with one purpose specifically in mind, that of
carrying several war engines for fire at invaders below.  A clear line of
sight for one hundred and eighty degrees is available, as well as a view
directly down to the bottom of the palisade.  The war engines are chocked
and held at present, but can be wheeled out at a moments notice.
Obvious exits: -North -East -South -Down
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.

< 315h/315H 120v/122V Pos: standing >
A Narrow Platform on the Western Motte Palisade
   The platforms on the western palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -North -South

< 315h/315H 120v/122V Pos: standing >
A Narrow Platform at the Southwestern Corner of the Palisade
   This platform at the southwestern corner is especially reinforced, as in
times of war it is heavily manned with soldiers and archers to rain death
down upon a foe below.  The heavy planking is supplemented with thick iron
support beams, and small holes have been drilled in the palisade to afford
an archer a shot at an enemy below while offering him superior protection.
Obvious exits: -North -East

< 315h/315H 121v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 315h/315H 122v/122V Pos: standing >
A Narrow Platform on the Southern Motte Palisade
   The southern platform on the palisade affords a clear view of the bailey
below, and also supplies an excellent vantage point for archers to attack
any enemies unwise enough to attack the motte directly.  The heavy wood of
the platform is reinforced here to prevent it from collapsing, and a railing
has been erected to prevent men from falling to their demise below.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Bend in the Platform on the Motte Palisade
   The platform on the palisade bends here as it crests the motte, turning
as it widens to sweep about the keep.  The large wooden logs of the palisade
provide a superior defense to attack, although it is unlikely an enemy would
choose this specific spot to attack.  Any unlucky foes caught below would
be held in a vicious three-way crossfire from archers.
Obvious exits: -South -West

< 315h/315H 120v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 315h/315H 122v/122V Pos: standing >
A Narrow Platform on the Southern Motte Palisade
   The southern platform on the palisade affords a clear view of the bailey
below, and also supplies an excellent vantage point for archers to attack
any enemies unwise enough to attack the motte directly.  The heavy wood of
the platform is reinforced here to prevent it from collapsing, and a railing
has been erected to prevent men from falling to their demise below.
Obvious exits: -East -West

< 315h/315H 121v/122V Pos: standing >
A Narrow Platform at the Southwestern Corner of the Palisade
   This platform at the southwestern corner is especially reinforced, as in
times of war it is heavily manned with soldiers and archers to rain death
down upon a foe below.  The heavy planking is supplemented with thick iron
support beams, and small holes have been drilled in the palisade to afford
an archer a shot at an enemy below while offering him superior protection.
Obvious exits: -North -East

< 315h/315H 120v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 315h/315H 120v/122V Pos: standing >
A Narrow Platform on the Western Motte Palisade
   The platforms on the western palisade are narrow and rickety, however
more than functional.  As stations for archers during attack, an incoming
enemy is often whittled down before even reaching the crest of the motte
below.  Small niches carved in the palisade hold stocks of arrows, making
resupply during combat much easier.
Obvious exits: -North -South

< 315h/315H 119v/122V Pos: standing >
A Heavy Stone Platform on the Western Tower
   This tower is designed with one purpose specifically in mind, that of
carrying several war engines for fire at invaders below.  A clear line of
sight for one hundred and eighty degrees is available, as well as a view
directly down to the bottom of the palisade.  The war engines are chocked
and held at present, but can be wheeled out at a moments notice.
Obvious exits: -North -East -South -Down
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.

< 315h/315H 118v/122V Pos: standing >
A Musky Hallway Within the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
the Archbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -East -West
The corpse of a heavy footman is lying here.

< 315h/315H 118v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North# -East -South# -West

< 315h/315H 119v/122V Pos: standing >
The door seems to be closed.

< 315h/315H 121v/122V Pos: standing >
Ok.

< 315h/315H 122v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
A Large Meeting Table in the Keep
   This room is dominated by the presence of an enormous table.  Used by the
Duke for meeting with the people just underneath him in the chain of command,
it is where important policy not decided solely by the Duke is made.  Large
highback chairs ring the heavy oaken table, and each station has parchment,
quill, and ink available for the seated person.
Obvious exits: -South -West#
A stout arbitrator is resting between sessions of negotiations.

< 315h/315H 121v/122V Pos: standing >
   This man is supposedly impartial, listening to the merits of the cases
of both the guilds and the government of the duchy.  His reputation for
fairness is well-deserved, having successfully arbitrated many contracts.
A stout arbitrator appears to be Human and is in excellent condition.
He's medium in size.


< 315h/315H 122v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South# -West

< 315h/315H 121v/122V Pos: standing >
An Intersection of Halls Within the Keep
   The two hallways on the second story of the keep join here, at a very
well traveled intersection with the keep.  The soldiers upon their daily
rounds to the palisades must pass through here or else leave the keep and
travel to one of the towers to access the platforms, and the Duke himself
comes though each morning and night on his way to and from his bed chamber.
Obvious exits: -North -East -South -West

< 315h/315H 120v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South# -West

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
Ok.

< 315h/315H 121v/122V Pos: standing >
A Small Study in the Luxurious Guest Chambers
   This small study is in the front of the guest quarters, a place designed
to give visiting dignitaries a place to work on affairs of state.  A finely
crafted oaken desk stands against the far wall, complete with all manner of
items for conducting the affairs of diplomacy.  A large bookcase is filled
with reference materials and tomes of the law of the land.
Obvious exits: -North -West
A representative of one of the many guilds is working at a desk.

< 315h/315H 120v/122V Pos: standing >
   One of the representatives of a guild quite prominent in the local
region, this human is quite important.  He has come to negotiate a trade
route past the castle and is even now researching his facts and figures.
A guild representative appears to be Human and is in excellent condition.
He's medium in size.


< 315h/315H 122v/122V Pos: standing >
[Damage: 26 ] A guild representative makes a strange sound as you place sewing needle in his back.

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: representative sta EP: few scratches >
 You suddenly see a guild representative's foot in your chest.
-=[a guild representative attacks you.]=- [0 hits]

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 [Damage:  8 ] [Damage:  5 ] -=[You attack a guild representative.]=- [2 hits]

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 -=[a guild representative attacks you.]=- [0 hits]

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 You start chanting...

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 Casting: bigbys clenched fist 

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: few scratches >
 You complete your spell...
[Damage: 209 ] Your giant fist of force causes a guild representative to stagger in agony!

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  3 ] [Damage:  6 ] [Damage: 10 ] -=[You attack a guild representative.]=- [3 hits]

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 -=[a guild representative attacks you.]=- [0 hits]

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You start chanting...

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 Casting: magic missile 

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You complete your spell...
[Damage:  8 ] You watch with self-pride as the magic missile hits a guild representative.
[Damage:  8 ] You watch with self-pride as the magic missile hits a guild representative.
[Damage:  8 ] You watch with self-pride as the magic missile hits a guild representative.
[Damage:  8 ] You watch with self-pride as the magic missile hits a guild representative.
[Damage:  8 ] You watch with self-pride as the magic missile hits a guild representative.

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 -=[a guild representative attacks you.]=- [1 hits]

< 301h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  5 ] -=[You attack a guild representative.]=- [1 hits]

< 301h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You start chanting...

< 301h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You suddenly see a guild representative's foot in your chest.
-=[a guild representative attacks you.]=- [0 hits]

< 295h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  nasty wounds >
 You complete your spell...
[Damage: 63 ] The lightning bolt hits a guild representative with full impact.

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: pretty hurt >
 [Damage:  3 ] -=[You attack a guild representative.]=- [1 hits]

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP: pretty hurt >
 You suddenly break out a quick verse from your repitiore of songs...
You play a discordant song, one so bad it actually hurts people to listen to it.
You twirl around gracefully.
[Damage: 50 ] 
< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 -=[a guild representative attacks you.]=- [0 hits]

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 [Damage:  6 ] -=[You attack a guild representative.]=- [1 hits]

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 Your improved dexterity grants you an additional attack!
[Damage:  9 ] [Damage:  9 ] [Damage:  2 ] -=[You attack a guild representative.]=- [3 hits]

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 -=[a guild representative attacks you.]=- [0 hits]

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 You start chanting...

< 311h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: representative sta EP:  awful >
 You complete your spell...
[Damage: 10 ] You watch with self-pride as the magic missile hits a guild representative.
[Damage: 10 ] You watch with self-pride as the magic missile hits a guild representative.
A guild representative is incapacitated and will slowly die, if not aided.
[Damage: 10 ] The magic missile tears away the remaining life of a guild representative.
A guild representative is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A guild representative's death cry reverberates in your head as he falls to the ground.

< 314h/315H 122v/122V Pos: standing >
Your body feels restored by the power of your soothing song!

< 314h/315H 122v/122V Pos: standing >
You get a few coins from the corpse of a guild representative.
There were: 1 platinum coin, 11 gold coins. 

< 314h/315H 122v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West

< 315h/315H 121v/122V Pos: standing >
Autosaving...

< 315h/315H 121v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 121v/122V Pos: standing >
A Musky Hallway Within the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
the Archbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -East -West
The corpse of a heavy footman is lying here.

< 315h/315H 120v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 315h/315H 121v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West

< 315h/315H 121v/122V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 315h/315H 121v/122V Pos: standing >
A Large Meeting Table in the Keep
   This room is dominated by the presence of an enormous table.  Used by the
Duke for meeting with the people just underneath him in the chain of command,
it is where important policy not decided solely by the Duke is made.  Large
highback chairs ring the heavy oaken table, and each station has parchment,
quill, and ink available for the seated person.
Obvious exits: -South -West#
A stout arbitrator is resting between sessions of negotiations.

< 315h/315H 120v/122V Pos: standing >
[Damage: 30 ] A stout arbitrator makes a strange sound as you place sewing needle in his back.

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: arbitrator sta EP: few scratches >
 -=[a stout arbitrator attacks you.]=- [0 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: arbitrator sta EP: few scratches >
 [Damage: 12 ] [Damage:  4 ] -=[You attack a stout arbitrator.]=- [2 hits]

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: arbitrator sta EP:  small wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
You finish your song.

< 315h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:excellent E: arbitrator sta EP:  small wounds >
 You suddenly see a stout arbitrator's foot in your chest.
-=[a stout arbitrator attacks you.]=- [0 hits]
Your improved dexterity grants you an additional attack!
[Damage:  6 ] [Damage:  8 ] [Damage:  4 ] -=[You attack a stout arbitrator.]=- [3 hits]
You don't have that spell memorized.

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  small wounds >
 You start playing your bone lyre and singing aloud.

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  small wounds >
 You score a CRITICAL HIT!!!!!
[Damage: 24 ] [Damage:  7 ] -=[You attack a stout arbitrator.]=- [2 hits]

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 -=[a stout arbitrator attacks you.]=- [0 hits]

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 You start chanting...

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 Casting: lightning bolt 

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 You complete your spell...
[Damage: 45 ] The lightning bolt hits a stout arbitrator with full impact.

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 -=[a stout arbitrator attacks you.]=- [0 hits]
Your improved dexterity grants you an additional attack!
[Damage:  8 ] [Damage:  4 ] -=[You attack a stout arbitrator.]=- [2 hits]
You start chanting...

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  few wounds >
 You complete your spell...
[Damage: 27 ] You burned a stout arbitrator.

< 306h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  nasty wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  nasty wounds >
 You score a CRITICAL HIT!!!!!
[Damage: 22 ] [Damage:  4 ] -=[You attack a stout arbitrator.]=- [2 hits]
You start chanting...

< 312h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  nasty wounds >
 Your body feels restored by the power of your soothing song!

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator sta EP:  nasty wounds >
 You dodge a bash from a stout arbitrator, who loses his balance and falls.
-=[a stout arbitrator attacks you.]=- [0 hits]

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator ass EP:  nasty wounds >
 Casting: fireball 

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator ass EP:  nasty wounds >
 You complete your spell...
[Damage: 67 ] You throw a fireball at a stout arbitrator and have the satisfaction of seeing him enveloped in flames.

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator ass EP:  awful >
 [Damage: 15 ] [Damage: 17 ] -=[You attack a stout arbitrator.]=- [2 hits]

< 314h/315H 122v/122V Pos: standing >
< T: Ranolwin TP: sta TC:few scratches E: arbitrator ass EP:  awful >
 -=[a stout arbitrator attacks you.]=- [0 hits]
[Damage: 14 ] A stout arbitrator is mortally wounded, and will die soon, if not aided.
-=[You attack a stout arbitrator.]=- [1 hits]

< 314h/315H 122v/122V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 314h/315H 122v/122V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 314h/315H 122v/122V Pos: standing >
[Damage: 220 ] A stout arbitrator makes a strange sound but is suddenly very silent as you place sewing needle in his back.
A stout arbitrator is dead! R.I.P.
You receive your share of experience.
The last gasps of a stout arbitrator cause a sickening chill to run up your spine.

< 314h/315H 122v/122V Pos: standing >
You get a few coins from the corpse of a stout arbitrator.
There were: 1 platinum coin, 10 gold coins. 

< 315h/315H 122v/122V Pos: standing >
A Musky Hallway With the Keep
   The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers.  Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West

< 315h/315H 121v/122V Pos: standing >
You sit down and relax.

< 315h/315H 121v/122V Pos: sitting >
You have memorized the following spells:
( 7th circle)  3 - fireball
               1 - dimension door
( 6th circle)  2 - lightning bolt
               2 - dispel magic
( 5th circle)  7 - concealment
( 4th circle)  6 - burning hands
               1 - minor creation
( 3rd circle)  7 - magic missile
( 2nd circle)  9 - mirror image

And you are currently memorizing the following spells:
   12 seconds:  ( 8th) bigbys clenched fist
   25 seconds:  ( 8th) bigbys clenched fist
   37 seconds:  ( 8th) bigbys clenched fist
   50 seconds:  ( 8th) bigbys clenched fist
   57 seconds:  ( 3rd) magic missile
   68 seconds:  ( 6th) lightning bolt
   76 seconds:  ( 3rd) magic missile
   87 seconds:  ( 6th) lightning bolt
   95 seconds:  ( 4th) burning hands
  107 seconds:  ( 7th) fireball

You can memorize 10 1st circle spell(s).
You continue your study.

< 315h/315H 121v/122V Pos: sitting >
You start meditating...

< 315h/315H 122v/122V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: sitting >
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: sitting >

< 315h/315H 122v/122V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 315h/315H 122v/122V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 315h/315H 122v/122V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 315h/315H 122v/122V Pos: sitting >

< 315h/315H 122v/122V Pos: sitting >
A vampire necromancer snaps into visibility.
You abandon your studies.
Out of nowhere, a vampire necromancer stabs you in the back.
OUCH!  That really did HURT!
With a swift tug a vampire necromancer wrenches the weapon free, ramming it into you again.
Out of nowhere, a vampire necromancer stabs you in the back.
OUCH!  That really did HURT!
Out of nowhere, a vampire necromancer stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
With a swift tug a vampire necromancer wrenches the weapon free, ramming it into you again.
Out of nowhere, a vampire necromancer stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 36h/315H 122v/122V Pos: sitting >
< T: Ranolwin TP: sit TC: awful E: a vampire necromancer sta EP: excellent >
 A vampire necromancer attempts to flee.
A vampire necromancer leaves south.

< 36h/315H 122v/122V Pos: sitting >
A vampire necromancer snaps into visibility.
Out of nowhere, a vampire necromancer stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A vampire necromancer twists the blade lodged in your back causing you to writhe in agony.
Out of nowhere, a vampire necromancer stabs you in the back, RIP...
Your legendary limestone ring was completely destroyed by the massive blow!