The death of [26 Rogue] Rex (Goblin)

in The Glowing Sphere

from the perspective of [26 Rogue] Rex (Goblin)

<worn in ear>        a fragile cured leather stud
<worn on face>       a carved bone mask
<worn on arms>       some barbed arm plates
<worn around wrist>  a steel bracer
<worn on finger>     a dingy steel ring
<primary weapon>     a rusty steel dagger
<secondary weapon>   a rusty steel dagger
<worn on legs>       some barbed leg plates

A missionary from Verzanan is standing here.
A sparrow stands here, looking for some meat.

< 161h/240H 58v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 161h/240H 58v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Swaying in the Wind
</map>
Swaying in the Wind
   The bridge moans bitterly causing every step to be unsure.  The
wind taunts this feeble structure, slapping it around as if it
were some dumb child.  Splinters of rope spray into the air at every
movement causing sight to be difficult.  The planks which have been
rotting under the pressure of nature's elements offer little or no
support.  A glace downwards reveals jagged rock and savage looking
boulders.  Beyond this damned bridge to the northeast a forest 
can be made out.  To the southwest mountain ranges loom.
Obvious exits: -East  -West 

< 161h/240H 57v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Swaying in the Wind
</map>
Swaying in the Wind
   The bridge moans bitterly causing every step to be unsure.  The
wind taunts this feeble structure, slapping it around as if it
were some dumb child.  Splinters of rope spray into the air at every
movement causing sight to be difficult.  The planks which have been
rotting under the pressure of nature's elements offer little or no
support.  A glace downwards reveals jagged rock and savage looking
boulders.  Beyond this damned bridge to the northeast a forest 
can be made out.  To the southwest mountain ranges loom.
Obvious exits: -East  -West 

< 161h/240H 55v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Swaying in the Wind
</map>
Swaying in the Wind
   The bridge moans bitterly causing every step to be unsure.  The
wind taunts this feeble structure, slapping it around as if it
were some dumb child.  Splinters of rope spray into the air at every
movement causing sight to be difficult.  The planks which have been
rotting under the pressure of nature's elements offer little or no
support.  A glace downwards reveals jagged rock and savage looking
boulders.  Beyond this damned bridge to the northeast a forest 
can be made out.  To the southwest mountain ranges loom.  A rope
dangles freely leading downwards.
Obvious exits: -East  -West  -Down 

< 161h/240H 53v/113V Pos: standing >
You grin as you realize you're floating, with no floor in the room.

<map>
Zone: Bloodstone Keep.
Room: Swaying in the Wind
</map>
Swaying in the Wind
   The bridge moans bitterly causing every step to be unsure.  The
wind taunts this feeble structure, slapping it around as if it
were some dumb child.  Splinters of rope spray into the air at every
movement causing sight to be difficult.  The planks which have been
rotting under the pressure of nature's elements offer little or no
support.  A glace downwards reveals jagged rock and savage looking
boulders.  Beyond this damned bridge to the northeast a forest 
can be made out.  To the southwest mountain ranges loom.
Obvious exits: -East  -West 

< 161h/240H 51v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: At the Foot of a Rope Bridge
</map>

<map>
Zone: Bloodstone Keep.
Room: At the Foot of a Rope Bridge
</map>
At the Foot of a Rope Bridge
   The crumbling trail emerges from the gorge and reveals a vast
expanse of plateau.  A rope bridge leads across the deep gorge
below.  The bridge is fastened to the stump of a fire charred
tree.  The ropes which support the bridge are splintered and frayed.
In some areas of the bridge the planks which compose its walk way sag
or are missing completely.  The bridge sways in the region's
unrelenting wind creaking all the while.
Obvious exits: -East  -West  -Down 
A huge bear is resting here, looking quite bothered.

< 161h/240H 50v/113V Pos: standing >

< 161h/240H 50v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -West 
The corpse of a shambling mound is lying here.
A big fuzzy black squirrel is sitting here scavenging for some food.

< 161h/240H 49v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 49v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 49v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 50v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Circular Stones On a Long Path
</map>
Circular Stones On a Long Path
   A dozen medium size stones lie here at the side of the path.  Apparently
the stones are the reminants of somebody's camp site.  Stacked together, to
form a ring, the stones surround pieces of charred wood.
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 162h/240H 48v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few
feet away but yet the dense growth in these woods conceal their creators.
Though the mist conceals much of what lay ahead, it is possible to note
that the trail seems to extend quite a ways.
Obvious exits: -North -South

< 162h/240H 46v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 162h/240H 45v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East  -South -West 
An old wooden sign is posted on a tree.
A fuzzy black squirrel is sitting here scavenging for some food.

< 162h/240H 43v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 43v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 43v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 44v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 44v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: A Crow's Cage On a Long Path
</map>
A Crow's Cage On a Long Path
   Here swaying in the cold winds, dangling high above in the branches
of a huge tree, is a cage made of barbed iron.  Though the angle here
is poor, what appears to be a human leg is protruding from within the
iron tomb.
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East  -West 

< 162h/240H 42v/113V Pos: standing >

< 162h/240H 42v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 43v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 43v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East  -West 

< 162h/240H 41v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 41v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 42v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 162h/240H 42v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -West 
The corpse of a wereboar is lying here.
A sparrow stands here, looking for some meat.

< 162h/240H 40v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 163h/240H 39v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 163h/240H 37v/113V Pos: standing >

< 163h/240H 37v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: At a Fallen tree on a Long Path
</map>

<map>
Zone: Bloodstone Keep.
Room: At a Fallen tree on a Long Path
</map>
At a Fallen tree on a Long Path
   A huge tree is here, derooted by some force, and lays across the
path like some type of barricade.  The trunk is thick, making this
a rather high wall to scale, but luckily some creature has burrowed
a route underneath it.
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
An ugly black crow stands here squawking.

< 163h/240H 35v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 163h/240H 34v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
   The path cuts through the lower region of the Svalich woods.  A
mist snakes its way upon the ground of the dense forest which flanks the
trail.  A squirrel pops its head up out of the mist occassionly to collect
its bearings.  The sound of snapping branches, and the panting of some
creature originate from within the forest.  The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators.  Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South

< 163h/240H 32v/113V Pos: standing >

< 163h/240H 32v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
   A dark lonely path, shrouded in mist, snakes its way through
the menacing woods of the Svalich region.  Animals can be heard
nearby, the types of which can not be identified.  Planted firmly
in the ground is a spear with a skull dangling off of it.  The skull
seems to have some message etched into it.  The trail continues north
from here.
Obvious exits: -North -South

< 163h/240H 31v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
   Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light.  The tree trunks almost touch.  The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction.  The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -South -Up   

< 163h/240H 28v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 163h/240H 28v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
   Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light.  The tree trunks almost touch.  The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction.  The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -Up    -Down 

< 163h/240H 23v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
Split in the Dark Trail
   Suddenly, the road splits into the forbidding Svalich woods.  The
western fork slants down slightly to the west while the upwardly trail
looks to head north.  A cold autumn wind whistles down the western
lane, cutting icily through your clothing.  Dead brown leaves rush
about.  There is no sound other than the wind and leaves.
Obvious exits: -West  -Up    -Down 
The corpse of a forest lurker is lying here.

< 163h/240H 17v/113V Pos: standing >

< 163h/240H 18v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
   The path seems to be lit up, but no light source is visible.  Dead
leaves turn spirals about the ground.  Dark surging cloads overhead
drizzle constantly.  The path has been traveled, but the prints
left behind are not recognizable.  Shadows play along the trees in
this part of the Svalich woods.  Further down the path looks like
some type of gate.
Obvious exits: -East  -Down 

< 163h/240H 15v/113V Pos: standing >

< 163h/240H 15v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
   The path seems to be lit up, but no light source is visible.  Dead
leaves turn spirals about the ground.  Dark surging cloads overhead
drizzle constantly.  The path has been traveled, but the prints
left behind are not recognizable.  Shadows play along the trees in
this part of the Svalich woods.  Further down the path looks like
some type of gate.
Obvious exits: -Up    -Down 

< 163h/240H 13v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
   The path seems to be lit up, but no light source is visible.  Dead
leaves turn spirals about the ground.  Dark surging cloads overhead
drizzle constantly.  The path has been traveled, but the prints
left behind are not recognizable.  Shadows play along the trees in
this part of the Svalich woods.  Further down the path looks like
some type of gate.  The path branches to the north from here.
Obvious exits: -North -Up    -Down 

< 163h/240H 12v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: The Black Gate
</map>
The Black Gate
   The gate is very impressive, standing some thirty feet high.  It is made
of an unknown black alloy.  The bars on the gate are etched with a foriegn
alphabet.  On occassion, a blue electricity pulses though the alloy like
blood through an artery.  Cobwebs hang from the dust-covered bars of this
massive barrier.  The dust and webs cast strange, moving shadows across
the faces of stone gargoyles squatting motionlessly on the pilars which
support the gate.  Beyond its black iron bars can be seen some sort
of glow.  There is a key hole on the gate.
Obvious exits: -Up    -Down 

< 164h/240H 10v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: Inside the Black Gate
</map>
Inside the Black Gate
   A strong humming sound fills the air.  A cold green mist creeps over
the ground.  Torchlight flutters against the walls of this vaulted hall.
Swells of organ music can be heard faintly in the background, but the
music's origin is cannot be located with all this damned humming.
A few feet away is a glowing green sphere.
Obvious exits: -Up    -Down 

< 164h/240H 8v/113V Pos: standing >

< 164h/240H 8v/113V Pos: standing >

<map>
Zone: Bloodstone Keep.
Room: The Glowing Sphere
</map>
The Glowing Sphere
   The room is encompassed by demonic statues.  A pentagram is painted on
the floor with what looks like blood.  Candles lie at each point of the
pentagram burning brightly with blue flames.  In the middle of the
pentagram is a glowing green sphere.  The sphere is humming very loudly, and
is expanding very rapidly.  Within the sphere, looks like some type of
energy opening.
Obvious exits: -Up   
A shimmering portal is here.

< 164h/240H 8v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 164h/240H 8v/113V Pos: standing >
You enter a shimmering portal.

<map>
Zone: Bloodstone Keep.
Room: The Glowing Sphere
</map>
The Glowing Sphere
   The room is encompassed by demonic statues.  A pentagram is painted on
the floor with what looks like blood.  Candles lie at each point of the
pentagram burning brightly with blue flames.  In the middle of the
pentagram is a glowing green sphere.  The sphere is humming very loudly, and
is expanding very rapidly.  Within the sphere, looks like some type of
energy opening.
Obvious exits: -North
A shimmering portal is here.
Cyrpse (Drow Elf)(medium) stands, floating here.

< 164h/240H 10v/113V Pos: standing >

< 164h/240H 11v/113V Pos: standing >
a rugged adventurers satchel does not contain the bandage.

< 165h/240H 14v/113V Pos: standing >
Cyrpse enters a shimmering portal.

< 165h/240H 15v/113V Pos: standing >
You attempt to bandage yourself.

< 165h/240H 16v/113V Pos: standing >
You continue bandaging yourself.

< 173h/240H 18v/113V Pos: standing >
The taste of blood slowly fades from your body.

< 174h/240H 22v/113V Pos: standing >
You feel your skill in bandage improving.
You continue bandaging yourself.

< 181h/240H 20v/113V Pos: standing >
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 181h/240H 20v/113V Pos: standing >
Saving Rex.

< 181h/240H 20v/113V Pos: standing >
You continue bandaging yourself.

< 189h/240H 21v/113V Pos: standing >
You continue bandaging yourself.

< 196h/240H 22v/113V Pos: standing >
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 197h/240H 25v/113V Pos: standing >
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 197h/240H 25v/113V Pos: standing >
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 197h/240H 26v/113V Pos: standing >
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 197h/240H 26v/113V Pos: standing >
You continue bandaging yourself.
The Glowing Sphere
Obvious exits: -North
A shimmering portal is here.

< 204h/240H 24v/113V Pos: standing >
Saving Rex.

< 205h/240H 25v/113V Pos: standing >
Saving Rex.

< 205h/240H 26v/113V Pos: standing >
Saving Rex.

< 205h/240H 26v/113V Pos: standing >
You feel your skill in bandage improving.
You continue bandaging yourself.

< 210h/240H 25v/113V Pos: standing >
You can't bandage any more with this bandage.

< 211h/240H 29v/113V Pos: standing >
You enter a shimmering portal.

<map>
Zone: Bloodstone Keep.
Room: The Glowing Sphere
</map>
The Glowing Sphere
   The room is encompassed by demonic statues.  A pentagram is painted on
the floor with what looks like blood.  Candles lie at each point of the
pentagram burning brightly with blue flames.  In the middle of the
pentagram is a glowing green sphere.  The sphere is humming very loudly, and
is expanding very rapidly.  Within the sphere, looks like some type of
energy opening.
Obvious exits: -Up   
A shimmering portal is here.
Cyrpse (Drow Elf)(medium) stands, floating here.

< 212h/240H 34v/113V Pos: standing >

< 212h/240H 34v/113V Pos: standing >
Cyrpse stops following Fehu.
Cyrpse starts following you.

< 213h/240H 38v/113V Pos: standing >
Sorry, but following in 'loops' is not allowed

< 213h/240H 39v/113V Pos: standing >

< 213h/240H 40v/113V Pos: standing >
Ok, you'll try to move silently for a while.

< 213h/240H 43v/113V Pos: standing >
An experienced orc raider floats in from above.
The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider is looking for a fight.
Cyrpse (Drow Elf)(medium) stands, floating here.

< 214h/240H 47v/113V Pos: standing >
You are knocked to the ground by an experienced orc raider's mighty bash!

< 211h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: small wounds E: experienced sta EP: excellent >
 Your improved dexterity grants you an additional attack!
You miss an experienced orc raider.
[Damage:  3 ] Your pierce grazes an experienced orc raider.
An experienced orc raider dodges your futile attack.

< 211h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: small wounds E: experienced sta EP: few scratches >
 An experienced orc raider's fine punch strikes you hard.
An experienced orc raider's fine punch strikes you hard.

< 175h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP: few scratches >
 Cyrpse starts casting an offensive spell.

< 175h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
[Damage:  3 ] Your decent pierce grazes an experienced orc raider.
[Damage:  4 ] Your pierce wounds an experienced orc raider.
You miss an experienced orc raider.
You miss an experienced orc raider.

< 175h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP: few scratches >
 Cyrpse completes his spell...
Cyrpse utters the words 'qaiz ay qare'
Cyrpse fires a blast of cold at an experienced orc raider, who screams out in pain!
An experienced orc raider sags, apparently weakened from the frigid cold!

< 175h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP:  small wounds >
 An experienced orc raider's punch strikes you hard.

< 158h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP:  small wounds >
 Cyrpse starts casting an offensive spell.

< 158h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: few wounds E: experienced sta EP:  small wounds >
 You clamber to your feet.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  small wounds >
 You miss an experienced orc raider.
You miss an experienced orc raider.
You miss an experienced orc raider.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  small wounds >
 
< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  small wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'qaiz ay qare'
Cyrpse fires a blast of cold at an experienced orc raider, who screams out in pain!
An experienced orc raider sags, apparently weakened from the frigid cold!

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 You parry an experienced orc raider's lunge at you.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
You miss an experienced orc raider.
[Damage:  3 ] Your decent pierce wounds an experienced orc raider.
You miss an experienced orc raider.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 
< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!
Cyrpse (Drow Elf)(medium) stands, floating here.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  4 ] Your pierce wounds an experienced orc raider.
[Damage:  4 ] Your pierce wounds an experienced orc raider.
[Damage:  3 ] Your pierce wounds an experienced orc raider.
An experienced orc raider dodges your futile attack.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 You parry an experienced orc raider's lunge at you.
You parry an experienced orc raider's lunge at you.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse starts casting an offensive spell.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 [Damage:  3 ] Your decent pierce wounds an experienced orc raider.
[Damage:  3 ] Your decent pierce wounds an experienced orc raider.
You miss an experienced orc raider.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse starts casting an offensive spell.

< 158h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 You parry an experienced orc raider's lunge at you.
An experienced orc raider's fine punch strikes you hard.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!
Cyrpse (Drow Elf)(medium) stands, floating here.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse starts casting an offensive spell.
The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!
Cyrpse (Drow Elf)(medium) stands, floating here. (Casting) 

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!
Cyrpse (Drow Elf)(medium) stands, floating here. (Casting) 

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 You miss an experienced orc raider.
[Damage:  3 ] Your pierce wounds an experienced orc raider.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!
Cyrpse (Drow Elf)(medium) stands, floating here. (Casting) 

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  few wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 Cyrpse starts casting an offensive spell.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 An experienced orc raider misses you.
You parry an experienced orc raider's lunge at you.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
You miss an experienced orc raider.
[Damage:  4 ] Your fine pierce wounds an experienced orc raider.
[Damage:  3 ] Your decent pierce wounds an experienced orc raider.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 Cyrpse starts casting an offensive spell.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  nasty wounds >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
You miss an experienced orc raider.
[Damage:  4 ] Your fine pierce strikes an experienced orc raider.
You dodge an experienced orc raider's vicious attack.
An experienced orc raider's kick parts your hair but does little else.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP: pretty hurt >
 Cyrpse starts casting an offensive spell.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP: pretty hurt >
 Cyrpse completes his spell...
Cyrpse utters the words 'ruyz rzzqp'
Cyrpse seems to suck the life right out of an experienced orc raider!
Your improved dexterity grants you an additional attack!
[Damage:  3 ] Your decent pierce strikes an experienced orc raider.
[Damage:  4 ] Your fine pierce strikes an experienced orc raider.
You miss an experienced orc raider.

< 144h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  awful >
 An experienced orc raider's punch strikes you hard.
Cyrpse enters a shimmering portal.

< 131h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  awful >
 You miss an experienced orc raider.
[Damage:  4 ] Your fine pierce strikes an experienced orc raider.

< 131h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  awful >
 The Glowing Sphere
Obvious exits: -Up   
A shimmering portal is here.
An experienced orc raider stands, floating here, fighting YOU!

< 131h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  awful >
 A Halfling floats in from above.
A Barbarian floats in from above.
A Grey Elf floats in from above.

< 131h/240H 48v/113V Pos: standing >
< T: Rex TP: sta TC: few wounds E: experienced sta EP:  awful >
 An experienced orc raider's decent punch strikes you.
You are knocked to the ground by an experienced orc raider's mighty bash!

< 117h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 You miss an experienced orc raider.
An experienced orc raider dodges your futile attack.

< 117h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 A Grey Elf starts casting an offensive spell.

< 117h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 A Halfling starts casting an offensive spell.

< 117h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 A Barbarian suddenly attacks YOU!
A Barbarian's impressive slash strikes you very hard.

< 100h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 
< 100h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC: nasty wounds E: experienced sta EP:  awful >
 A Grey Elf completes his spell...
A Grey Elf utters the word 'yufzbarr'
You are enveloped in flames from a fireball sent by a Grey Elf.  OUCH!
OUCH!  That really did HURT!

< 52h/240H 48v/113V Pos: sitting >
< T: Rex TP: sit TC:pretty hurt E: experienced sta EP:  awful >
 A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
A Halfling causes the ground to reach up in a fist!