The death of [25 Illusionist] Mxy (Gnome)

in The Knifegrinder's Workshop

from the perspective of [44 Shadowmage] Yans -=Denizens of Lloth=- (Kobold)

<worn as a badge>    a wisp of living wind
<worn on head>       the helmet of agony (humming)
<worn on eyes>       a sand visor
<worn in ear>        a glowing jade earring (glowing)
<worn in ear>        a scale of pulsating darkness [superior]
<worn around neck>   a fine necklace of seashells [superior] (glowing)
<worn around neck>   a charm made of dwarf bone
<worn on body>       the ultrathin robes of probability (glowing)
<worn about body>    the cloak of multi-colored beads (glowing)
<worn on back>       a large leather backpack
<worn on tail>       a flaming flesh cord
<worn as quiver>     a silken backsheath of flight [80%]
<worn about waist>   a glowing ruby girth from City of Torrhan
<worn on belt buckle>a large tome engulfed in blue flames (humming)
<attached to belt>   a tome of wizardry
<worn on arms>       some cracked bone arm bracers
<held as shield>     a well-polished mithril body shield [poor] [86%]
<worn around wrist>  a bracelet of astrology
<worn around wrist>  a glowing emerald bracelet (glowing) (humming) [86%]
<worn on hands>      a pair of crystalized gloves (glowing) (humming)
<worn on finger>     a jade ring [superior]
<worn on finger>     a ring of citizenship
<held>               a swirling wand of light
<worn on legs>       some flaming tin pants from The Surface Realm of Duris
<worn on feet>       some boots of the black winged dragon (glowing)

An imposing man-at-arms who is not far off to your south.
A tall longbowman who is a brief walk away to your south.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: Bottom of a Tower on the Eastern Side of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: Bottom of a Tower on the Eastern Side of the Motte
</map>
Bottom of a Tower on the Eastern Side of the Motte
Obvious exits: -N -S -U
*An elf archer is standing here, busy with his own matters.

< 402h/402H 162v/164V Pos: standing >
An elf archer sneaks south.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Eastern Palisade on Top of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Eastern Palisade on Top of the Motte
</map>
The Eastern Palisade on Top of the Motte
Obvious exits: -N -S
*An elf archer is standing here, busy with his own matters.
A tall longbowman is walking his daily patrol on the platform.
An imposing man-at-arms is strolling about, looking for trouble.

< 402h/402H 161v/164V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your south.

< 402h/402H 161v/164V Pos: standing >
An elf archer sneaks south.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southeastern Palisade on Top of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southeastern Palisade on Top of the Motte
</map>
The Southeastern Palisade on Top of the Motte
Obvious exits: -N -W
*An elf archer is standing here, busy with his own matters.
A tall longbowman is walking his daily patrol on the platform.

< 402h/402H 161v/164V Pos: standing >
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>
The Southern Palisade on Top of the Motte
Obvious exits: -E -W
*An elf archer is standing here, busy with his own matters.

< 402h/402H 161v/164V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your east.
Amira who is close by to your west.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>
The Southern Palisade on Top of the Motte
Obvious exits: -E -W
*An elf archer is standing here, busy with his own matters.
*Amira  -=Denizens of Lloth=- (Kobold)(small) sits resting.

< 402h/402H 160v/164V Pos: standing >

< 402h/402H 161v/164V Pos: standing >
An elf archer sneaks west.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: At the Top of the Motte Before the Keep
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: At the Top of the Motte Before the Keep
</map>
At the Top of the Motte Before the Keep
Obvious exits: -N# -E -S -W
*An elf archer is standing here, busy with his own matters.

< 402h/402H 161v/164V Pos: standing >
You quickly scan the area.
Amira who is close by to your east.
A tall longbowman who is a brief walk away to your east.

< 402h/402H 161v/164V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
   Court of the Muse                             (pure good)     
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (neutral)       
   The High Moor Forest                          (slightly good) 
   The Stone Tomb of Kelek                       (neutral)       
   Orrak                                         (neutral)       
   Pits of Cerberus                              (slightly good) 
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (good)          
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (slightly good) 
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly good) 
  *The Elemental Groves                          (very good)     
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (slightly evil) 
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (slightly good) 
   The Outcasts Tower                            (neutral)       
   Fort Boyard                                   (neutral)       
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
   Faerie Realm                                  (evil)          
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (neutral)       
   The Githyanki Fortress                        (slightly good) 
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (neutral)       
   The Lair of the Swamp Troll King              (evil)          
   Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (neutral)       
   Ice Tower                                     (slightly evil) 
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (slightly evil) 
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (neutral)       
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (neutral)       
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
   Quintaragon Castle                            (slightly good) 
   The Sky City of Ultarium                      (slightly evil) 
   Lair of the Gibberling King                   (slightly evil) 
   Plane of Air                                  (neutral)       
   The Kingdom of Torg                           (slightly evil) 
   Tribal Oasis                                  (slightly evil) 
   The Para-Elemental Plane of Smoke             (neutral)       
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (slightly evil) 
  *The Temple to Skrentherlog                    (slightly evil) 
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (neutral)       
   The Forest City of Aravne                     (neutral)       
   Plane of Fire                                 (neutral)       
   Ruined Temple of Tezcatlipoca                 (slightly evil) 
   The Astral Plane                              (slightly evil) 
  *Jotunheim                                     (slightly evil) 
   The Transparent Tower                         (slightly evil) 
   Krethik Keep                                  (evil)          
  *Temple of the Earth                           (neutral)       
   Sea Kingdom                                   (neutral)       
   Plane of Earth                                (slightly good) 
   Sevenoaks                                     (slightly good) 
   The Keep of Evil                              (slightly good) 
   The Forgotten Mansion                         (slightly evil) 
   Domain of Lost Souls                          (slightly evil) 
   The Hall of Knighthood                        (evil)          
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (evil)          
   Valley of the Snow Ogres                      (slightly good) 
  *The Great Shaboath                            (evil)          
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (neutral)       
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (slightly evil) 
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (slightly good) 
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (neutral)       
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (slightly good) 
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (slightly evil) 
   The Hall of the Ancients                      (good)          
   The Bronze Citadel                            (neutral)       
  *Ny'Neth's Stronghold Continued                (slightly good) 
   Negative Material Plane                       (slightly good) 
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 402h/402H 162v/164V Pos: standing >
You quickly scan the area.
Amira who is close by to your east.
A tall longbowman who is a brief walk away to your east.

< 402h/402H 163v/164V Pos: standing >
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: The Southern Palisade on Top of the Motte
</map>
The Southern Palisade on Top of the Motte
Obvious exits: -E -W
*An elf archer is standing here, busy with his own matters.
*Amira  -=Denizens of Lloth=- (Kobold)(small) sits resting.

< 402h/402H 163v/164V Pos: standing >

< 402h/402H 163v/164V Pos: standing >
You quickly scan the area.
A tall longbowman who is not far off to your east.

< 402h/402H 163v/164V Pos: standing >
An elf archer shouts out loudly.. MOVING!!!!

< 402h/402H 163v/164V Pos: standing >
You quickly scan the area.
A tall longbowman who is not far off to your east.

< 402h/402H 163v/164V Pos: standing >
Amira clambers to her feet.
Amira, looking very frustrated, packs up her book.
You are already standing.

< 402h/402H 163v/164V Pos: standing >

< 402h/402H 163v/164V Pos: standing >

< 402h/402H 163v/164V Pos: standing >
An elf archer sneaks west.
You follow an elf archer.


<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: At the Top of the Motte Before the Keep
</map>

<map>
Zone: The Motte and Bailey of Duke Delwyn.
Room: At the Top of the Motte Before the Keep
</map>
At the Top of the Motte Before the Keep
Obvious exits: -N# -E -S -W
*An elf archer is standing here, busy with his own matters.
Amira enters from the east.

< 402h/402H 162v/164V Pos: standing >

< 402h/402H 162v/164V Pos: standing >
Your Terminal mode is now: GEN .

< 402h/402H 163v/164V Pos: standing >
An elf archer sneaks south.
You follow an elf archer.

Along the Path Up the Motte Approaching the Keep
Obvious exits: -N -D
*An elf archer is standing here, busy with his own matters.
Amira enters from the north.

< 402h/402H 163v/164V Pos: standing >
Your Terminal mode is now: ANSI.

< 402h/402H 163v/164V Pos: standing >
You feel less like a hawk and more like your normal self.
Your group consists of ( 3/20):
( Head)   393/393   hit,  240/241  move Amira
(Front)   779/779   hit,  184/185  move Dripp
(Front)   402/402   hit,  163/164  move Yans

< 402h/402H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
Autosaving...
Along the Path Up the Motte Approaching the Keep
Obvious exits: -N -D
*Amira  -=Denizens of Lloth=- (Kobold)(small) stands in mid-air here.
*An elf archer is standing here, busy with his own matters.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
Amira gets a mistweyd nose-pipe from her bottomless bag of the illithids.
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
Amira gets some heirloom Blue Haze from her bottomless bag of the illithids.

< 402h/402H 164v/164V Pos: standing >
Amira inserts a mistweyd nose-pipe into her nostrils and inhales deep some heirloom Blue Haze smoke.
Amira finishes smoking her mistweyd nose-pipe.
Amira exhales the smoke with a grin.
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
Amira puts a mistweyd nose-pipe into a bottomless bag of the illithids.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 402h/402H 164v/164V Pos: standing >

		Score information for Yans

Level: 44   Race: Kobold   Class: Sorcerer / Shadowmage Sex: Male
Hit points: 402(402)  Moves: 164(164)
Coins carried:    0 platinum     9 gold     2 silver     5 copper
Compression ratio: 82%
Status:  Standing.
Frags:   +0.00   Deaths:   10
Detecting:      Invisible Life
Enchantments:   Ultravision Farsee Fly Aware Invisibility Levitation
Herbs:          Medicus
Combat Pulse:   14 Spell Pulse:  0.70 
Leaderboard Points:  575 

Active Spells:
--------------
shadow shield (3 minutes)
rested bonus (146 minutes)
detect invisibility (10 minutes)
lionrage (less than a minute remaining)


< 402h/402H 164v/164V Pos: standing >

< 402h/402H 164v/164V Pos: standing >
You get an obsidian hookah from a bottomless bag of the illithids.

< 402h/402H 164v/164V Pos: standing >
You get some heirloom Blue Haze from a bottomless bag of the illithids.

< 402h/402H 164v/164V Pos: standing >
You pack some heirloom Blue Haze into an obsidian hookah.
You kindle some heirloom Blue Haze and contently puff the smoke from an obsidian hookah.
You feel wonderful inhaling deep the smoke.
The smoke brings a haze down upon you.
You finish smoking some heirloom Blue Haze.
You don't think your lungs could handle smoking for a bit.

< 402h/402H 164v/164V Pos: standing >
Ok.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 164v/164V Pos: standing >
An elf archer sneaks down.
You follow an elf archer.

Along the Path up the Motte Approaching the Keep
Obvious exits: -S# -U
*An elf archer is standing here, busy with his own matters.
Amira enters from above.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
Along the Path up the Motte Approaching the Keep
Obvious exits: -S# -U
*Amira  -=Denizens of Lloth=- (Kobold)(small) stands in mid-air here.
*An elf archer is standing here, busy with his own matters.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
You see nothing.
An elf archer opens the gate.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is a brief walk away to your south.
An overweight brewer who is a brief walk away to your south.
A skinny girdler who is rather far off to your south.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is a brief walk away to your south.
An overweight brewer who is a brief walk away to your south.
A skinny girdler who is rather far off to your south.
You follow an elf archer.

A Guardhouse at the Bottom of the Road Leading up the Motte
Obvious exits: -N -E -S -W
*An elf archer is standing here, busy with his own matters.
Amira enters from the north.

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is not far off to your south.
An overweight brewer who is not far off to your south.
A skinny girdler who is a brief walk away to your south.

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is not far off to your south.
An overweight brewer who is not far off to your south.
A skinny girdler who is a brief walk away to your south.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is not far off to your south.
An overweight brewer who is not far off to your south.
A skinny girdler who is a brief walk away to your south.
An elf archer closes the gate.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is not far off to your south.
An overweight brewer who is not far off to your south.
A skinny girdler who is a brief walk away to your south.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is not far off to your south.
An overweight brewer who is not far off to your south.
A skinny girdler who is a brief walk away to your south.

< 486h/486H 164v/164V Pos: standing >
An elf archer sneaks south.
You follow an elf archer.

Along the Northern Half of the Main Avenue Through the Bailey
Obvious exits: -N -S
*An elf archer is standing here, busy with his own matters.
Amira enters from the north.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is close by to your south.
An overweight brewer who is close by to your south.
A skinny girdler who is not far off to your south.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is close by to your south.
An overweight brewer who is close by to your south.
A skinny girdler who is not far off to your south.

< 486h/486H 163v/164V Pos: standing >
You follow an elf archer.

Along the Northern Half of the Main Avenue Through the Bailey
Obvious exits: -N -S -W
*An elf archer is standing here, busy with his own matters.
A heavily-built mason is strolling through the bailey streets.
An overweight brewer is strolling through on his way to work.
Amira enters from the north.

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A skinny girdler who is close by to your south.
A grumbling private who is in the distance to your south.
The bailey tanner who is close by to your west.

< 486h/486H 162v/164V Pos: standing >

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A skinny girdler who is close by to your south.
A grumbling private who is in the distance to your south.
The bailey tanner who is close by to your west.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A skinny girdler who is close by to your south.
A grumbling private who is in the distance to your south.
The bailey tanner who is close by to your west.

< 486h/486H 164v/164V Pos: standing >
An overweight brewer leaves south.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
An overweight brewer who is close by to your south.
A skinny girdler who is close by to your south.
A grumbling private who is in the distance to your south.
The bailey tanner who is close by to your west.

< 486h/486H 164v/164V Pos: standing >
You quickly scan the area.
An overweight brewer who is close by to your south.
A skinny girdler who is close by to your south.
A grumbling private who is in the distance to your south.
The bailey tanner who is close by to your west.

< 486h/486H 164v/164V Pos: standing >
You follow an elf archer.

Along the Main Avenue at the Center of the Bailey
Obvious exits: -N -E -S
*An elf archer is standing here, busy with his own matters.
An overweight brewer is strolling through on his way to work.
A skinny girdler is exploring the different districts.
Amira enters from the north.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A heavily-built mason who is close by to your north.
A bearded cutler who is close by to your east.
A well-groomed barber who is not far off to your south.
A grumbling private who is rather far off to your south.
A dwarven merchant who is in the distance to your south.
A customs officer who is in the distance to your south.
An inspection agent who is in the distance to your south.

< 486h/486H 163v/164V Pos: standing >
An elf archer sneaks east.
You follow an elf archer.

A Fine Cutlery Store
Obvious exits: -N -W
*An elf archer is standing here, busy with his own matters.
A bearded cutler stands here watching over his store.
Amira enters from the west.

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your north.
A Gnome who is close by to your north.
An overweight brewer who is close by to your west.
A skinny girdler who is close by to your west.

< 486h/486H 162v/164V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your north.
A Gnome who is close by to your north.
An overweight brewer who is close by to your west.
A skinny girdler who is close by to your west.

< 486h/486H 163v/164V Pos: standing >
You quickly scan the area.
A Gnome who is close by to your north.
A Gnome who is close by to your north.
An overweight brewer who is close by to your west.
A skinny girdler who is close by to your west.

< 486h/486H 164v/164V Pos: standing >
You follow an elf archer.

The Knifegrinder's Workshop
Obvious exits: -S
Fresh blood splatters cover the area.
The corpse of a well-built knifegrinder is lying here.
*An elf archer is standing here, busy with his own matters.
A Gnome (small) stands in mid-air here.
A Gnome (small) stands here. (Non-Fraggable)
Amira enters from the south.

< 486h/486H 163v/164V Pos: standing >
An elf archer snaps into visibility.
An elf archer places a slimy troglodyte claw [superior] with a strange red stone in the back of a Gnome, resulting in some strange noises and some blood.
Upon being struck, a Gnome disappears into thin air.
A Gnome stops following a Gnome.

< 486h/486H 163v/164V Pos: standing >
You start chanting...
You snap into visibility.

< 486h/486H 163v/164V Pos: standing >
An elf archer snaps into visibility.
An elf archer places a slimy troglodyte claw [superior] with a strange red stone in the back of a Gnome, resulting in some strange noises and some blood.
With a swift tug an elf archer wrenches the weapon free, ramming it into a Gnome's spine!
An elf archer places a slimy troglodyte claw [superior] with a strange red stone in the back of a Gnome, resulting in some strange noises and some blood.
An elf archer places the dagger of Wind in the back of a Gnome, resulting in some strange noises and some blood.
A Gnome's pair of tight black slippers was completely destroyed by the massive blow!
A Gnome is dead! R.I.P.
You receive your share of experience.