The death of [30 Necromancer] Zyxx (Gnome)

in A Riverside Road

from the perspective of [51 Bounty Hunter] Choo -*Clan DemonRage*- (Goblin)

<worn as a badge>    the all-empowering emblem [81%]
<worn on head>       the crown of Lords [superior]
<worn on eyes>       some marksman's goggles [45%]
<worn in ear>        an earring of congealed blood
<worn in ear>        a lightning earring of precision [64%]
<worn on face>       an ornate mask with a single dragon horn [poor]
<worn around neck>   a collar of the pyrobeast [superior] [30%]
<worn around neck>   a string of disembodied hands
<worn on body>       the platemail of doom [poor] (glowing)
<worn about body>    a cloak of protection of regeneration [70%]
<worn as quiver>     the quiver of holding [56%]
<worn about waist>   a utility belt of poisoning agents
<worn on belt buckle>A swirling mass of black smoke and hot ash [poor] (humming) [73%]
<attached to belt>   a bottle of ToRMeNTeD Souls (glowing)
<worn on arms>       some scintillating sleeves [superior]
<worn around wrist>  a delicate chrome bracelet
<worn around wrist>  a steel wire (glowing)
<worn on hands>      a pair of pale, misty gloves[239h 40m 18s]
<worn on finger>     a finely crafted brass ring
<worn on finger>     the red ring of perfection
<primary weapon>     the granite dagger 'BloodFeast'[239h 40m 18s]
<secondary weapon>   the dagger of ages [poor] (glowing) (humming)
<worn on legs>       some black leather pants glowing with faerie fire of dexterity (glowing)
<worn on feet>       some enchanted boots [poor]

                    
                    
               MM   
    MMMMMMMMMMMMMM  
 MMMMMM^^^^^^^^^..  
 MMM^^^^^@..^.^...  
 ^^^^^........^...  
 ^^....***......^.  
  ..****...^^^^^^   
   ***...^^MMMMM    
    M.^^MMMMMMM     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
                    
                M   
     MMMMMMMMMMMMM  
 MMMMMMM^^^^^^^^^.  
 MMMM^^^^@^..^.^..  
 M^^^^^........^..  
 ^^^....***......^  
  ...****...^^^^^   
   ****...^^MMMM    
    *M.^^MMMMMM     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
                    
                    
                    
      MMMMMMMMMMMM  
  MMMMMMM^^^^^^^^^  
 MMMMM^^^@^^..^.^.  
 MM^^^^^........^.  
 ^^^^....***......  
  ....****...^^^^   
   *****...^^MMM    
    **M.^^MMMMM     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 306v/311V Pos: standing >
                    
                    
                    
       MMMMMMMMMMM  
   MMMMMMM^^^^^^^^  
 MMMMMM^^@.^^..^.^  
 MMM^^^^^........^  
 ^^^^^....***.....  
  ^....****...^^^   
   .*****...^^MM    
    ***M.^^MMMM     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 306v/311V Pos: standing >
                    
                    
       MMMMMMMMMM   
   MMMMMMM^^^^^^^^  
 MMMMMM^^^.^^..^.^  
 MMM^^^^^@.......^  
 ^^^^^....***.....  
 ^^....****...^^^^  
  ..*****...^^MMM   
   ****M.^^MMMMM    
    ***^.MMMMM^     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
       MMMMMMMMM    
   MMMMMMM^^^^^^^   
 MMMMMM^^^.^^..^.^  
 MMM^^^^^........^  
 ^^^^^...@***.....  
 ^^....****...^^^^  
 ...*****...^^MMMM  
  *****M.^^MMMMMM   
   ****^.MMMMM^^    
    **..^MMMM^^     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
        MMMMMMMM    
    MMMMMMM^^^^^^   
 MMMMMMM^^^.^^.^^.  
 MMMM^^^^^........  
 M^^^^^..@.***....  
 ^^^....****...^^^  
 ....*****...^^MMM  
  ******M.^^MMMMM   
   *****^.MMMMM^    
    ***..^MMMM^     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
         MMMMMMM    
     MMMMMMM^^^^^   
 MMMMMMMM^^^.^^.^^  
 MMMMM^^^^^.......  
 MM^^^^^.@..***...  
 ^^^^....****...^^  
 ^....*****...^^MM  
  .******M.^^MMMM   
   ******^.MMMMM    
    ****..^MMMM     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
          MMMMMM    
      MMMMMMM^^^^   
  MMMMMMMM^^^.^^.^  
 MMMMMM^^^^^......  
 MMM^^^^^@...***..  
 ^^^^^....****...^  
 ^^....*****...^^M  
  ..******M.^^MMM   
   *******^.MMMM    
    *****..^MMM     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
                    
           MMMMM    
       MMMMMMM^^^   
   MMMMMMMM^^^.^^.  
  MMMMMM^^^^^.....  
 MMMM^^^^@....***.  
 ^^^^^^....****...  
 ^^^....*****...^^  
  ...******M.^^MM   
   ********^.MMM    
    ******..^MM     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
                    
            MMMM    
        MMMMMMM^^   
    MMMMMMMM^^^^^^  
   MMMMMM^^^^^....  
 MMMMM^^^@.....***  
 M^^^^^^....****..  
 ^^^^....*****...^  
  ....******M.^^M   
   ^********^.MM    
    *******..^M     
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
            MMM     
        MMMMMMM^    
    MMMMMMMM^^^^^   
   MMMMMM^^^^^....  
 MMMMM^^^......***  
 M^^^^^^.@..****..  
 ^^^^....*****...^  
 .....******M.^^MM  
  .^********^.MMM   
   ********..^MM    
    ****.....MM     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
  ^^...   
 ^^....*  
 ...@***  
 ******M  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
  ^....   
 ...****  
 ***@**M  
 ******^  
  ****.   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
  ^^...   
 ....***  
 .**@.**  
 *******  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 303v/311V Pos: standing >
  ^^^..   
 ^....**  
 ..*@..*  
 *******  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 303v/311V Pos: standing >
  ^^^^.   
 ^^....*  
 ...@*..  
 ^******  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 303v/311V Pos: standing >
        MMMMMMM     
       MMMMMM^^^    
    MMMMMM^^^....   
  MMMM^^^^^^....**  
 MM^^^^^^....*****  
 M^^^....@******M.  
 ^M.^..^********^.  
 ^^...*********..^  
  .^.*******.....   
   ..******..*^^    
    .*****.*..^     
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 924h/924H 305v/311V Pos: standing >
  ^^...   
 .....*.  
 .^*@***  
 *******  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >
  ^^^..   
 ......*  
 ..^@***  
 .******  
  *****   
The Magnificent Woodlands of Evermeet
Obvious exits: -North -East  -South -West 

< 924h/924H 304v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.  The trees seems to
clear out towards the south.
Obvious exits: -East  -South -West 

< 924h/924H 304v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -East 
An evil looking black crow sits here.

< 924h/924H 304v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 306v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -South

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -South

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -South

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -East  -South

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Bend in the Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Bend in the Trail
</map>
A Bend in the Trail
   This is a bend on the dark trail.  The trail is completely dark from the
shrouding trees which totally block out the sun.  Also the darkest makes it
hard to maneuver.  It is hard to make out much of anything that is here.
There is a strange sound that can be heard from the nearby bushes.  The sound
is very odd and hard to identify.  The ground does not seem to be solid.  It
continues to shift as if the ground was covered by a pile of sticks or bones.
There is also a very strong odor that resembles rotting corpses.
Obvious exits: -South -West 
A tiny repulsive lizard lies here ready to attack.

< 924h/924H 308v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 310v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 311v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -East 

< 924h/924H 309v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -South -West 

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -South -West 

< 924h/924H 305v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 306v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   This is a three way intersection on the dark trail.  All the exits look the
same as the rest on the trail.  The trail is completely dark from the shrouding
trees which totally block out the sun.  It is hard to make out much of anything
that is here.  There is a strange sound that can be heard from the nearby
bushes.  The sound is very odd and hard to identify.  The ground does not seem
to be solid.  It continues to shift as if the ground was covered by a pile of
sticks or bones.  There is also a very strong odor that resembles rotting
corpses.
Obvious exits: -North -East  -West 
A tiny repulsive lizard lies here ready to attack.

< 924h/924H 306v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -East  -West 
A tiny repulsive lizard lies here ready to attack.
There are some tracks heading east.

< 924h/924H 308v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 309v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -East  -West 

< 924h/924H 309v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 309v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -West 

< 924h/924H 307v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -East  -West 

< 924h/924H 308v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -East  -West 
A tiny repulsive lizard lies here ready to attack.
There are Goblin tracks going west.
There are Goblin tracks going east.
There are some tracks heading east.

< 924h/924H 308v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -South

< 924h/924H 308v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Trail
</map>
A Dark Trail
   The trail is completely dark from the shrouding trees which totally block
out the sun.  It is hard to make out much of anything that is here.  There is
a strange sound that can be heard from the nearby bushes.  The sound is very
odd and hard to identify.  The ground does not seem to be solid.  It continues
to shift as if the ground was covered by a pile of sticks or bones.  There is
also a very strong odor that resembles rotting corpses.
Obvious exits: -North -East  -South
A tiny repulsive lizard lies here ready to attack.
An evil looking black crow sits here.

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Intersection
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dark Intersection
</map>
A Dark Intersection
   This is a four way intersection on the dark trail.  All the exits look the
same as the rest on the trail.  The trail is completely dark from the shrouding
trees which totally block out the sun.  It is hard to make out much of anything
that is here.  There is a strange sound that can be heard from the nearby
bushes.  The sound is very odd and hard to identify.  The ground does not seem
to be solid.  It continues to shift as if the ground was covered by a pile of
sticks or bones.  There is also a very strong odor that resembles rotting
corpses.
Obvious exits: -North -East  -West 
An evil looking black crow sits here.

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Dead End
</map>
A Dead End
   Numerous trees block the south exit here.  The trail is completely dark
from the shrouding trees which totally block out the sun.  It is hard to make
out much of anything that is here.  There is a strange sound that can be heard
from the nearby bushes.  The sound is very odd and hard to identify.  The
ground does not seem to be solid.  It continues to shift as if the ground was
covered by a pile of sticks or bones.  There is also a very strong odor that
resembles rotting corpses.  All energy in the room pulls towards the pool.
Obvious exits: -West 
A strange circular pool of liquid lies hovering against the wall.

< 924h/924H 307v/311V Pos: standing >
Alas, you cannot go that way. . . .

< 924h/924H 309v/311V Pos: standing >
You enter a strange pool.

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Forest Opening
</map>
A Forest Opening
   A small opening suddenly appears.  The thick forest thins out to
the east; where flowing water can be heard.  This grass landing seems
like a great place to stretch out.  A sense of life is all around.
All energy in the room is pulled towards the mystic pool.
Obvious exits: -East 
A strange circular pool of liquid lies hovering here.

< 924h/924H 311v/311V Pos: standing >
You quickly scan the area.
The spectre of a rabid raccoon who is a brief walk away to your east.
The spectre of a rabid raccoon who is a brief walk away to your east.
A Gnome who is a brief walk away to your east.
The spectre of a rabid raccoon who is a brief walk away to your east.
The zombie of a grinning old man who is a brief walk away to your east.

< 924h/924H 311v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Riverside Road
</map>
A Riverside Road
   This wide rocky road lies right next to a small yet raging river.
The river has a swift current and big jagged rocks that produce its
large rapids.  The sound of a swift current and  bubbling rapids is
refreshing.  It sets the mood for a relaxing evening near the water.
The river banks are frequented by local fisherman and those looking
to escape the heat.
Obvious exits: -East  -West 

< 924h/924H 309v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Riverside Road
</map>
A Riverside Road
   This wide rocky road lies right next to a small yet raging river.
The river has a swift current and big jagged rocks that produce its
large rapids.  The sound of a swift current and  bubbling rapids is
refreshing.  It sets the mood for a relaxing evening near the water.
The river banks are frequented by local fisherman and those looking
to escape the heat.
Obvious exits: -East  -West 

< 924h/924H 307v/311V Pos: standing >

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Riverside Road
</map>

<map>
Zone: Arcium, the Plagued Kingdom.
Room: A Riverside Road
</map>
A Riverside Road
   This wide rocky road lies right next to a small yet raging river.
The river has a swift current and big jagged rocks that produce its
large rapids.  The sound of a swift current and  bubbling rapids is
refreshing.  It sets the mood for a relaxing evening near the water.
The river banks are frequented by local fisherman and those looking
to escape the heat.
Obvious exits: -East  -West 
[2] The corpse of a rabid raccoon is lying here.
*The spectre of a rabid raccoon stands here. (minion) 
The spectre of a rabid raccoon stands here. (minion) 
A Gnome (small) stands here. (Non-Fraggable)
The spectre of a rabid raccoon stands here. (minion) 
The zombie of a grinning old man stands here. (minion) 
There are Goblin tracks going east.

< 924h/924H 305v/311V Pos: standing >
You snap into visibility.
[Damage: 54 ] A Gnome makes a strange sound as you place the granite dagger 'BloodFeast' in his back.

< 924h/924H 306v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 You snap into visibility.
You tackle a Gnome square in the chest knocking the wind out of him!

< 924h/924H 308v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sit EP:  few wounds >
 Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage:  9 ] Your pierce strikes a Gnome.
[Damage: 11 ] Your impressive pierce strikes a Gnome hard.
You score a CRITICAL HIT!!!!!
[Damage: 21 ] Your powerful pierce seriously wounds a Gnome.
[Damage:  9 ] Your fine pierce strikes a Gnome hard.
[Damage:  9 ] Your pierce strikes a Gnome hard.
[Damage:  9 ] Your fine pierce strikes a Gnome hard.

< 924h/924H 308v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sit EP:  nasty wounds >
 You dodge a Gnome's vicious attack.
You snap into visibility.

< 924h/924H 308v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sit EP:  nasty wounds >
 The zombie of a grinning old man says 'For glory!'
You dodge a bash from the zombie of a grinning old man, who loses its balance and falls.

< 924h/924H 308v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sit EP:  nasty wounds >
 
< 924h/924H 308v/311V Pos: standing >
< T: Choo TP: sta TC:excellent E: A Gnome sit EP:  nasty wounds >
 The spectre of a rabid raccoon attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
You snap into visibility.
Out of nowhere, the spectre of a rabid raccoon stabs you in the back.
The spectre of a rabid raccoon misses you.
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 10 ] Your impressive pierce strikes a Gnome very hard.
[Damage: 10 ] Your pierce strikes a Gnome very hard.
[Damage: 10 ] Your pierce seriously wounds a Gnome.
[Damage:  9 ] Your fine pierce seriously wounds a Gnome.
[Damage:  9 ] Your pierce seriously wounds a Gnome.
[Damage: 10 ] Your pierce enshrouds a Gnome in a mist of blood.
[Damage: 10 ] Your impressive pierce grievously wounds a Gnome.
A Gnome is incapacitated and will slowly die, if not aided.

< 923h/924H 308v/311V Pos: standing >
<The spectre of a rabid raccoon says 'I must assist my master!'

< 923h/924H 308v/311V Pos: standing >
<The spectre of a rabid raccoon says 'For glory!'

< 923h/924H 308v/311V Pos: standing >
<The spectre of a rabid raccoon suddenly appears a bit confused!
You watch in glee as the spectre of a rabid raccoon looks dazzled.
You snap into visibility.
The spectre of a rabid raccoon's decent pierce grazes you.
[Damage:  3 ] The spectre of a rabid raccoon is burned severely as it hits you!
The spectre of a rabid raccoon misses you.

< 921h/924H 308v/311V Pos: standing >
<You parry the zombie of a grinning old man's lunge at you.

< 921h/924H 308v/311V Pos: standing >
<You snap into visibility.
[Damage:  8 ] Your kick hits a Gnome right in the stomach, rendering him breathless.
A Gnome's fanged emerald torque was completely destroyed by the massive blow!
A Gnome's some decent emerald sleeves was completely destroyed by the massive blow!
The spectre of a rabid raccoon stops following a Gnome.
The spectre of a rabid raccoon stops following a Gnome.
The spectre of a rabid raccoon stops following a Gnome.
The zombie of a grinning old man stops following a Gnome.
A Gnome is dead! R.I.P.
You receive your share of experience.