The death of [51 Necrolyte] Pumkin AnGEr Of The Honoured (Gnome)

in Before the Gates of the Oasis Village

from the perspective of [51 Necrolyte] Pumkin AnGEr Of The Honoured (Gnome)

<worn on head>       an unearthly platinum cap
<worn around neck>   a legendary obsidian charm
<worn on body>       a jeweled dragonscale chainmail from Arachdrathos Guilds
<worn about body>    the cloak of dragonkind
<worn as quiver>     a ghastly gold quiver
<worn about waist>   a scarlet silk sash
<worn on belt buckle>an illithid-skin spellbook of wyld magick
<attached to belt>   a tome of wizardry
<worn on hands>      some exquisite crystal gloves
<primary weapon>     the glowing stiletto 'Sunfist' [poor]
<held>               the frost-covered cloak of the north wind

You drain a relaxing guard of some of his energy.

< 424h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:few scratches E: blue sta EP: excellent >
 You start chanting...

< 424h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:few scratches E: blue sta EP: excellent >
 A black dracolich's impressive claw strikes a relaxing guard very hard.
A relaxing guard dodges a black dracolich's attack.
A black dracolich's claw seriously wounds a relaxing guard.

< 424h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:few scratches E: blue sta EP: excellent >
 Casting: energy drain *
A relaxing guard's decent punch wounds a black dracolich.
A relaxing guard's impressive punch strikes a black dracolich.
A relaxing guard kicks a black dracolich causing parts of a black dracolich to cave in!

< 424h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:few scratches E: blue sta EP: excellent >
 You dodge a blue dracolich's vicious attack.
A blue dracolich's impressive claw strikes you.
A blue dracolich's powerful claw seriously wounds you.
OUCH!  That really did HURT!

< 319h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: few wounds E: blue sta EP: excellent >
 You complete your spell...
[Damage: 90 ] You drain a relaxing guard of some of his energy.

< 391h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 You miss a blue dracolich.

< 391h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 You start chanting...

< 391h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 Casting: energy drain *

< 391h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 A black dracolich's powerful claw causes a relaxing guard to grimace in pain.
A black dracolich's powerful claw grievously wounds a relaxing guard.

< 391h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 You complete your spell...
[Damage: 103 ] A relaxing guard crumples as you kill him by draining his energy.
A relaxing guard is dead! R.I.P.
You receive your share of experience.
The unmistakable scent of fresh blood can be smelled as a relaxing guard dies in agony.

< 473h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:excellent E: blue sta EP: excellent >
 You score a CRITICAL HIT!!!!!
[Damage:  2 ] Your crude pierce grazes a blue dracolich.

< 473h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC:excellent E: blue sta EP: excellent >
 A blue dracolich's impressive claw strikes you.
A blue dracolich's decent claw wounds you.
A blue dracolich's claw strikes you very hard.
OUCH!  That really did HURT!
It appears to be the corpse of a relaxing guard.
a few coins

< 377h/441H 99v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 You attempt to flee...
Standing atop a Watch Tower
   From this vantage, the entire village can be seen.  More importantly, the
oceans which surround this small island, can also be viewed with ease.  At
first sign of trouble, a large metal bell can be rung to signal the village
to be alert.  The gate guards immediately shut the massive wooden gates, and
the village prepares for a siege.  Fortunately, this village is well prepared
to deal with most foreign threats from the harsh world of Duris.
Obvious exits: -Down
A strong guard watches the area around the village.
A strong guard watches the area around the village.
A black dracolich enters from below.
You flee upward!

< 377h/441H 76v/101V Pos: standing >
Inside a Guard Tower
   Two small cots have been prepared against the north wall for the guards to
sleep on.  There are four guards posted at each of the guard towers at all
times.  Two of the guards are stationed above watching over the island and the
seas for any signs of invaders.  Two of the guards are allowed to sleep here
on the cots beneath the tower.  Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village.  At no time are any of the towers left unguarded.  The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -North -West -Up
Puddles of fresh blood cover the ground.
The corpse of a relaxing guard is lying here.
The corpse of a young teenager is lying here.
A blue dracolich is here, with flesh hanging off its rotting bones.
A black dracolich enters from above.

< 377h/441H 83v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Southwest -Northeast
A black dracolich enters from the south.

< 377h/441H 83v/101V Pos: standing >
On a Circular Path Around the Island Village
Obvious exits: -South -Southwest -Northeast
A black dracolich is here, with flesh hanging off its rotting bones. (minion) 

< 377h/441H 85v/101V Pos: standing >
Inside a Guard Tower
   Two small cots have been prepared against the north wall for the guards to
sleep on.  There are four guards posted at each of the guard towers at all
times.  Two of the guards are stationed above watching over the island and the
seas for any signs of invaders.  Two of the guards are allowed to sleep here
on the cots beneath the tower.  Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village.  At no time are any of the towers left unguarded.  The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -North -West -Up
Puddles of fresh blood cover the ground.
The corpse of a relaxing guard is lying here.
The corpse of a young teenager is lying here.
A blue dracolich is here, with flesh hanging off its rotting bones.
A black dracolich enters from the north.

< 378h/441H 87v/101V Pos: standing >
A blue dracolich suddenly attacks YOU!
A blue dracolich's claw strikes you.
Sorry, you aren't allowed to do that in combat.

< 366h/441H 88v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 A black dracolich says in gnome 'I must assist my master!'

< 366h/441H 88v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 You attempt to flee...
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Southwest -Northeast
You flee westward!

< 366h/441H 62v/101V Pos: standing >
On a Circular Path Around the Island Village
Obvious exits: -East -Southwest -Northeast

< 366h/441H 63v/101V Pos: standing >
Inside a Guard Tower
   Two small cots have been prepared against the north wall for the guards to
sleep on.  There are four guards posted at each of the guard towers at all
times.  Two of the guards are stationed above watching over the island and the
seas for any signs of invaders.  Two of the guards are allowed to sleep here
on the cots beneath the tower.  Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village.  At no time are any of the towers left unguarded.  The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -North -West -Up
Puddles of fresh blood cover the ground.
The corpse of a relaxing guard is lying here.
The corpse of a young teenager is lying here.
A black dracolich stands in mid-air here, fighting a blue dracolich. (minion) 
A blue dracolich is here, with flesh hanging off its rotting bones.

< 366h/441H 62v/101V Pos: standing >
A blue dracolich suddenly attacks YOU!
A blue dracolich breathes lightning!
A blue dracolich hits you with a lightning breath.
A blue dracolich's claw strikes you.

< 343h/441H 62v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: excellent >
 A black dracolich's claw wounds a blue dracolich.
A black dracolich's impressive claw strikes a blue dracolich.
A black dracolich's impressive claw strikes a blue dracolich.

< 343h/441H 62v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: blue sta EP: few scratches >
 You attempt to flee...
Standing atop a Watch Tower
   From this vantage, the entire village can be seen.  More importantly, the
oceans which surround this small island, can also be viewed with ease.  At
first sign of trouble, a large metal bell can be rung to signal the village
to be alert.  The gate guards immediately shut the massive wooden gates, and
the village prepares for a siege.  Fortunately, this village is well prepared
to deal with most foreign threats from the harsh world of Duris.
Obvious exits: -Down
A strong guard watches the area around the village.
A strong guard watches the area around the village.
You flee upward!

< 343h/441H 34v/101V Pos: standing >
Inside a Guard Tower
   Two small cots have been prepared against the north wall for the guards to
sleep on.  There are four guards posted at each of the guard towers at all
times.  Two of the guards are stationed above watching over the island and the
seas for any signs of invaders.  Two of the guards are allowed to sleep here
on the cots beneath the tower.  Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village.  At no time are any of the towers left unguarded.  The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -North -West -Up
Puddles of fresh blood cover the ground.
The corpse of a relaxing guard is lying here.
The corpse of a young teenager is lying here.
A black dracolich stands in mid-air here, fighting a blue dracolich. (minion) 
A blue dracolich stands in mid-air here, fighting a black dracolich.

< 343h/441H 41v/101V Pos: standing >
Standing atop a Watch Tower
   From this vantage, the entire village can be seen.  More importantly, the
oceans which surround this small island, can also be viewed with ease.  At
first sign of trouble, a large metal bell can be rung to signal the village
to be alert.  The gate guards immediately shut the massive wooden gates, and
the village prepares for a siege.  Fortunately, this village is well prepared
to deal with most foreign threats from the harsh world of Duris.
Obvious exits: -Down
A strong guard watches the area around the village.
A strong guard watches the area around the village.
You drag the corpse of a relaxing guard along behind you.

< 343h/441H 36v/101V Pos: standing >
Inside a Guard Tower
   Two small cots have been prepared against the north wall for the guards to
sleep on.  There are four guards posted at each of the guard towers at all
times.  Two of the guards are stationed above watching over the island and the
seas for any signs of invaders.  Two of the guards are allowed to sleep here
on the cots beneath the tower.  Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village.  At no time are any of the towers left unguarded.  The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -North -West -Up
Puddles of fresh blood cover the ground.
The corpse of a young teenager is lying here.
A black dracolich stands in mid-air here, fighting a blue dracolich. (minion) 
A blue dracolich stands in mid-air here, fighting a black dracolich.

< 344h/441H 39v/101V Pos: standing >
Someone gives an order to his followers.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.

< 344h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 An air elemental's feeble crush grazes you.

< 343h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 A black dracolich's impressive claw strikes a blue dracolich.
A blue dracolich dodges a black dracolich's attack.
A black dracolich's impressive claw strikes a blue dracolich.

< 343h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 You miss an air elemental.

< 343h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 343h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 A blue dracolich's impressive claw strikes a black dracolich hard.
A blue dracolich's claw seriously wounds a black dracolich.
A blue dracolich's impressive claw strikes a black dracolich.

< 343h/441H 41v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air kne EP: excellent >
 You attempt to flee...
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Southwest -Northeast
You flee northward!

< 343h/441H 13v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/441H 14v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Southwest

< 343h/441H 13v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/441H 13v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 343h/441H 13v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -South

< 343h/441H 12v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -South
A few coins lie scattered here.

< 343h/441H 10v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -South

< 343h/441H 9v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Northwest
A few coins lie scattered here.

< 343h/441H 7v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 344h/441H 8v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Northwest -Southeast

< 344h/441H 7v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Northwest -Southeast

< 344h/441H 5v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 344h/441H 5v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 344h/441H 5v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southeast
A patrolling guard walks the perimeter of the village.
A patrolling sergeant looks around carefully.

< 344h/441H 6v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 344h/441H 7v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West

< 344h/441H 5v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West
A village commoner goes about his daily business.
A female commoner goes about her daily business.
A female commoner goes about her daily business.

< 345h/441H 4v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West
A female commoner goes about her daily business.

< 345h/441H 2v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -South -West

< 345h/441H 1v/101V Pos: standing >
You're too exhausted.

< 345h/441H 1v/101V Pos: standing >
An Archery Field
   This small meadow has been fenced in to provide an area where the archers
of the village may hone their skills.  From here, the archers aim at targets
many yards to the east.  A set of finely polished bows have been placed here
with a few quivers full of some of the finest arrows ever produced.  The
entrance to the archery range can be found to the north.  The meadow continues
to the east where the targets can be found.
Obvious exits: -North -East
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
An agile elven archer, stands here teaching his students.(Gold Aura)

< 345h/441H 0v/101V Pos: standing >
You sit down and relax.

< 345h/441H 1v/101V Pos: sitting >
You nod off.

< 345h/441H 2v/101V Pos: sitting >

< 345h/441H 5v/101V Pos: sitting >
In your dreams, or what?

< 346h/441H 12v/101V Pos: sitting >
In your dreams, or what?

< 346h/441H 18v/101V Pos: sitting >
In your dreams, or what?

< 346h/441H 22v/101V Pos: sitting >
In your dreams, or what?

< 346h/441H 24v/101V Pos: on your ass >
In your dreams, or what?

< 346h/441H 25v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 27v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 30v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 32v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 34v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 36v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 38v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 40v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 42v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 44v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 46v/101V Pos: on your ass >
In your dreams, or what?

< 347h/441H 49v/101V Pos: on your ass >
In your dreams, or what?

< 348h/441H 51v/101V Pos: on your ass >
In your dreams, or what?

< 348h/441H 53v/101V Pos: on your ass >
In your dreams, or what?

< 348h/441H 55v/101V Pos: on your ass >
You wake up.

< 348h/441H 67v/101V Pos: on your ass >
You stop relaxing and try to become more aware of your surroundings.

< 348h/441H 71v/101V Pos: on your ass >
You clamber to your feet.

< 348h/441H 71v/101V Pos: standing >
An Archery Field
Obvious exits: -North -East
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
An agile elven archer, stands here teaching his students.(Gold Aura)

< 349h/441H 72v/101V Pos: standing >
You start setting up camp...

< 349h/441H 73v/101V Pos: standing >
An Archery Field
Obvious exits: -North -East
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
An agile elven archer, stands here teaching his students.(Gold Aura)

< 349h/441H 74v/101V Pos: standing >
You quickly scan the area.
You see nothing.

< 349h/441H 75v/101V Pos: standing >
You quickly scan the area.
You see nothing.

< 349h/441H 75v/101V Pos: standing >
You start chanting...

< 349h/441H 76v/101V Pos: standing >
You complete your spell...
Your eyes tingle.

< 350h/441H 78v/101V Pos: standing >
You quickly scan the area.
You see nothing.

< 350h/441H 79v/101V Pos: standing >

< 350h/441H 81v/101V Pos: standing >
You are carrying: (0/11)
Nothing.

< 350h/441H 82v/101V Pos: standing >
An Archery Field
Obvious exits: -North -East
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
A village archery student practices in the field.(Gold Aura)
An agile elven archer, stands here teaching his students.(Gold Aura)

< 351h/441H 83v/101V Pos: standing >
You quickly scan the area.
You see nothing.

< 351h/441H 85v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -South -West

< 351h/441H 85v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Southwest

< 352h/441H 84v/101V Pos: standing >
Alas, you cannot go that way. . . .

< 352h/441H 84v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southwest -Northeast
A village commoner goes about his daily business.

< 352h/441H 85v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Southwest -Northeast

< 352h/441H 83v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Northeast

< 352h/441H 81v/101V Pos: standing >
So much for that camping effort.

< 353h/441H 84v/101V Pos: standing >
On a Circular Path Around the Island Village
   This is the largest and most distant path around the village.  Apart from
lizards and encroaching shrubbery, this path is rather plain.  Every once in
a while, a guard patrol will pass by keeping the peace.  The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders.  Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope.  There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -South

< 353h/441H 82v/101V Pos: standing >
A Path Intersection
   Here, the main road of the village is intercepted by a smaller gravel path
which leads around the village to the north and south.  This outer path runs
parallel to the spiked wooden fence, and leads to the four large guard towers
which are found at the corners of the village.  This, the largest of the paths,
doesn't have much activity on it.  The most activity can be found nearer to the
center of the village, which lies to the east.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.

< 353h/441H 81v/101V Pos: standing >
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Inside the Village
   To the west, the imposing gates of the oasis village stand ajar.  Guards
stand ready to operate the pully system to close the gates if the lookout
towers signal that a potential enemy may be approaching.  Women and children
wander about the village maintaining their daily activities.  They do,
however, occasionally glance at around with curiosity.  To the east, one of the
circular paths intersects the main road of the village.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.

< 353h/441H 80v/101V Pos: standing >
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
Before the Gates of the Oasis Village
   The gates which stand here, tower to well over twenty feet high.  The
gates, which have been constructed from the trunks of mature trees from local
islands, are incredibly thick and heavy.  An intricate pully system has been
put in place to operate the large gate.  The people of this village may not be
as primitive as once thought.  Lookout slits have been cut into the heavy gate
to allow for the villagers to speak with outsiders who visit the island.  The
village gates have been opened ahead of time.  Either the village doesn't view
the party as a threat, or someone must wish to talk.  The village must not
get many visitors here, because the guards maintaining the gate eye strangers
with caution and disdain.
Obvious exits: -East -West
A greyish stone wall is here to the west.
Fresh blood splatters cover the area.

< 353h/441H 78v/101V Pos: standing >
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.
An air elemental enters from the east.

< 353h/441H 79v/101V Pos: standing >
A Drow Elf gives an order to his followers.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
An air elemental's mass slams into you, knocking you to the ground!
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.

< 352h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 You feel your skin soften and return to normal.
An air elemental's feeble crush grazes you.
An air elemental's crush grazes you.
An air elemental's feeble crush grazes you.
An air elemental's crush grazes you.

< 348h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 You miss an air elemental.

< 348h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 An air elemental's feeble crush grazes you.
An air elemental's crush grazes you.
An air elemental misses you.

< 346h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 A Drow Elf starts casting a spell.

< 346h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 You miss an air elemental.

< 346h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 An air elemental's feeble crush grazes you.
An air elemental's feeble crush grazes you.
An air elemental's crush grazes you.

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 You miss an air elemental.

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'xarr ay ghaiz'

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air kne EP: pretty hurt >
 An air elemental rises to its feet.
Sorry, you aren't allowed to do that in combat.

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air sta EP: pretty hurt >
 Sorry, you aren't allowed to do that in combat.

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air sta EP: pretty hurt >
 Sorry, you aren't allowed to do that in combat.

< 343h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air sta EP: pretty hurt >
 An air elemental fades from your mortal viewing...
You clamber to your feet.

< 343h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air sta EP: pretty hurt >
 You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 343h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air sta EP: pretty hurt >
 An air elemental's feeble crush grazes you.
An air elemental's feeble crush grazes you.
You dodge an air elemental's vicious attack.
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 341h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air sta EP: pretty hurt >
 You miss an air elemental.
An air elemental's feeble crush grazes you.
An air elemental's crush grazes you.
An air elemental misses you.
An air elemental's feeble crush grazes you.
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC!  You couldn't escape!

< 338h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: small wounds E: air sta EP: pretty hurt >
 A Drow Elf gives an order to his followers.
An air elemental's mass slams into you, knocking you to the ground!
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.

< 337h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air sta EP: pretty hurt >
 An air elemental misses you.
An air elemental's crush grazes you.

< 336h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: small wounds E: air sta EP: pretty hurt >
 You miss an air elemental.
You feel your skin soften and return to normal.
An air elemental's crush grazes you.
An air elemental's crush wounds you.
An air elemental's decent crush wounds you.

< 326h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 An air elemental's impressive crush strikes you.
An air elemental's fine crush wounds you.
A Drow Elf starts casting an offensive spell called 'electrical execution'.

< 299h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 You miss an air elemental.
An air elemental's weak crush grazes you.
An air elemental's decent crush wounds you.

< 290h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
OUCH!  That really did HURT!

< 232h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 A Drow Elf starts casting an offensive spell called 'electrical execution'.

< 232h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 A Drow Elf suddenly attacks YOU!
A Drow Elf misses you.

< 232h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: few wounds E: air sta EP: pretty hurt >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
OUCH!  That really did HURT!

< 169h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC: nasty wounds E: air sta EP: pretty hurt >
 The electrical arcs turn your exposed flesh black!
An air elemental's crude crush wounds you.
An air elemental's fine crush strikes you.

< 121h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC:pretty hurt E: air sta EP: pretty hurt >
 A Drow Elf misses you.
A Drow Elf misses you.
A Drow Elf starts casting an offensive spell.

< 121h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC:pretty hurt E: air sta EP: pretty hurt >
 You miss an air elemental.
An air elemental's decent crush strikes you.
An air elemental's decent crush strikes you.
An air elemental's decent crush strikes you.

< 103h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC:pretty hurt E: air sta EP: pretty hurt >
 You can't do this sitting!

< 103h/441H 80v/101V Pos: sitting >
< T: Pumkin TP: sit TC:pretty hurt E: air sta EP: pretty hurt >
 A Drow Elf suddenly attacks YOU!
A Drow Elf misses you.
You clamber to your feet.

< 103h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC:pretty hurt E: air sta EP: pretty hurt >
 You start chanting...

< 103h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC:pretty hurt E: air sta EP: pretty hurt >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 45h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: awful E: air sta EP: pretty hurt >
 The electrical arcs turn your exposed flesh black!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 8h/441H 80v/101V Pos: standing >
< T: Pumkin TP: sta TC: awful E: air sta EP: pretty hurt >
 The electrical arcs turn your exposed flesh black!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.

< -4h/441H 80v/101V Pos: standing >
You are too busy bleeding to death at the moment.
You abort your spell before it's done!

< -4h/441H 80v/101V Pos: standing >
You are in pretty bad shape, unable to do anything!
Sorry, you can't do that while laying around.

< -4h/441H 80v/101V Pos: on your ass >