The death of [ 9 Mercenary] Darmiafk (Human)

in An Antechamber buzzing with Energy

from the perspective of [ 9 Mercenary] Darmiafk (Human)

<held>               a large wooden torch
<held>               a large wooden torch

a bronze skull cap
a suit of spiked leather armor
a great flail
a large two-handed sword
a large two-handed sword
a steel warhammer
a black leather whip
a footman's flail
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 93h/93H 117v/117V Pos: standing >
You are using:
<held>               a large wooden torch
<held>               a large wooden torch

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 93h/93H 117v/117V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 93h/93H 117v/117V Pos: standing >
You survey the climb ahead...

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
Autosaving...

< 93h/93H 117v/117V Pos: standing >
Illukel has entered the game.

< 93h/93H 117v/117V Pos: standing >
Illukel leaves down.

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.

< 93h/93H 117v/117V Pos: standing >
Githzerai - Last Edited: 2016-05-10 00:04:59 by lohrr
=====================================================
Heralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the Good races of the Realm.

Githzerai look very human, though they are thinner and their skin tone is 
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to 
magic, but because of their connection to the spirit world, remain highly vulnerable to evil Clerics and their Unholy Word.  

This spell has the potential to banish Githzerai immediately back into Limbo.

Most Githzerai are either Monks or Mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki.  Githzerai believe that sort
of power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.

Githzerai do not normally fight with weapons, nor do they utilize 
long-distance psionic attacks against their enemies. 

Rather, they prefer to bring the "good fight" to their enemies 
- typically meaning the Githyanki and the Illithids. Their combat abilities
are geared more toward unarmed combat.

Githzerai often organize war parties called rrakkma for the
explicit purpose of hunting Illithids. A rrakkma does not return from such an
excursion until it has killed at least as many Illithids as there are Githzerai
in the war party.

==See also==
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Psionicist  : Pyrokinetic, Enslaver, Psycheporter
* Paladin     : Crusader, Cavalier
* Cleric      : Zealot, Healer, Holyman
* Druid       : Forest Druid, Storm Druid
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus

==Racial Statistics==
Strength    : 100
Agility     : 100
Dexterity   : 100
Constitution: 100
Power       : 120
Intelligence: 115
Wisdom      : 110
Charisma    : 90
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : good

==Innate abilities==
 levitate (obtained at level 11)
*ultravision
 shift astral (obtained at level 45)
 shift prime
*dayvision
*magic resistance
*spirit of the rrakkma (obtained at level 21)
'*' Designates passive ability.


The following help topics also matched your search:
 Githzerai stronghold


< 93h/93H 117v/117V Pos: standing >
No-one by that name here...

< 93h/93H 117v/117V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 93h/93H 117v/117V Pos: standing >
You're about as ready as you can get.

< 93h/93H 117v/117V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 93h/93H 117v/117V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
You are carrying: (25/11)
a small leather-bound book
a small leather bag
a thin leather belt
a hard leather cloak
a small round wooden shield
a pair of studded leather sleeves
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a bronze skull cap
a suit of spiked leather armor
a great flail
a large two-handed sword
a large two-handed sword
a steel warhammer
a black leather whip
a footman's flail
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 93h/93H 117v/117V Pos: standing >
You are using:
<held>               a large wooden torch
<held>               a large wooden torch

< 93h/93H 117v/117V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
You're about as ready as you can get.

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
The receptionist starts to chant in a deep voice.

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
The innkeeper stores Kjellchat's stuff in the safe and shows him to his room.

< 93h/93H 117v/117V Pos: standing >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.

< 93h/93H 117v/117V Pos: standing >

< 93h/93H 117v/117V Pos: standing >
You are carrying: (25/11)
a small leather-bound book
a small leather bag
a thin leather belt
a hard leather cloak
a small round wooden shield
a pair of studded leather sleeves
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a bronze skull cap
a suit of spiked leather armor
a great flail
a large two-handed sword
a large two-handed sword
a steel warhammer
a black leather whip
a footman's flail
a thin steel dagger
a steel dagger
a long steel sword
a steel short sword
a steel long sword
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 93h/93H 117v/117V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up    -Down 
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 93h/93H 116v/117V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 93h/93H 115v/117V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West 
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 93h/93H 114v/117V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East  -South

< 93h/93H 113v/117V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East  -South -West 
A human merchant from another town stands here, perusing Tharnadia.

< 93h/93H 112v/117V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East  -South -West 

< 93h/93H 112v/117V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East  -South -West 
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.

< 93h/93H 111v/117V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East  -West 

< 93h/93H 110v/117V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East  -South -West 
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 93h/93H 109v/117V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West 
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 93h/93H 109v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -South -West 

< 93h/93H 107v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -West 

< 93h/93H 105v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -North -West 

< 93h/93H 104v/117V Pos: standing >
Alas, you cannot go that way. . . .

< 93h/93H 104v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -South
You see the red shape of a medium living being here.

< 93h/93H 103v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -West 

< 93h/93H 101v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -West  -Up   

< 93h/93H 99v/117V Pos: standing >
Alas, you cannot go that way. . . .

< 93h/93H 99v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -Down 

< 93h/93H 97v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -West 
You see the red shape of a medium living being here.

< 93h/93H 95v/117V Pos: standing >
The Road Leading From Tharnadia
Obvious exits: -East  -West 

< 93h/93H 93v/117V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
A tough looking warrior is scanning the landscape beyond the walls.

< 93h/93H 93v/117V Pos: standing >
 
 *++**  
  ^@++  
 *++*^  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 92v/117V Pos: standing >
 
 ++**^  
 ^+@++  
 ++*^*  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 91v/117V Pos: standing >
 
 +**^*  
 ++@++  
 +*^*.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 90v/117V Pos: standing >
 
 **^**  
 ++@++  
 *^*.*  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 90v/117V Pos: standing >
 
 *^**.  
 ++@++  
 ^*.**  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 89v/117V Pos: standing >
 
 ^**.^  
 ++@++  
 *.***  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 88v/117V Pos: standing >
 
 **.^.  
 ++@++  
 .****  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 88v/117V Pos: standing >
 
 *.^.^  
 ++@++  
 ****.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 87v/117V Pos: standing >
 
 .^.^+  
 ++@++  
 ***.+  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 86v/117V Pos: standing >
 
 ^.^+.  
 ++@+.  
 **.+.  
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 86v/117V Pos: standing >
 
 .^+..  
 ++@..  
 *.+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 85v/117V Pos: standing >
 
 M.+..  
 .^@..  
 +++..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 85v/117V Pos: standing >
 
 .MM..  
 M.@..  
 .^+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 84v/117V Pos: standing >
 
 ..+..  
 .M@..  
 M.+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 
A highwayman stands here, scanning the roads protected by Tharnadia.

< 93h/93H 83v/117V Pos: standing >
 
 ..+..  
 ..@..  
 .MM..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 83v/117V Pos: standing >
 
 ..+..  
 ..@..  
 ..+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 82v/117V Pos: standing >
 
 .*+..  
 ..@..  
 ..+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 81v/117V Pos: standing >
 
 .*+.*  
 .*@..  
 ..+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 81v/117V Pos: standing >
 
 **+**  
 .*@.*  
 .*+..  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 80v/117V Pos: standing >
 
 .*+**  
 **@**  
 .*+.*  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 79v/117V Pos: standing >
 
 .*+**  
 .*@**  
 **+**  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 78v/117V Pos: standing >
 
 .*+**  
 .*@**  
 .*+**  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 78v/117V Pos: standing >
 
 ^.+**  
 .*@**  
 .*+**  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 77v/117V Pos: standing >
 
 M.+.*  
 ^.@**  
 .*+**  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 76v/117V Pos: standing >
 
 ..+.*  
 M.@.*  
 ^.+**  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 75v/117V Pos: standing >
 
 ..+G.  
 ..@.*  
 M.+.*  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 75v/117V Pos: standing >
 
 ..+++  
 ..@G.  
 ..+.*  
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 93h/93H 74v/117V Pos: standing >
 
 .++++  
 .+@.*  
 .+.**  
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 
The guildhall of -= Tharnadian Mercenaries =- is here.

< 93h/93H 74v/117V Pos: standing >
The High-Arched Foyer before The Hall of -= Tharnadian Mercenaries =-
Obvious exits: -North -South
The corpse of a Halfling is lying here.

< 93h/93H 75v/117V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East  -South -West 
[15] A small piranha lies here quite dead.
[33] A large shrimp lies here dead as a bat.
[79] A large flat oyster lies here on the ground.
[83] A large bass lies here flapping weakly.
[18] A large pike lies here.
[66] A medium sized cod lies here.
The corpse of a Githzerai is lying here.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (small)  -=Denizens of Lloth=- stands in mid-air here.
An earth elemental stands here, looking like a living rock. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 

< 93h/93H 75v/117V Pos: standing >
A Duergar opens their tome of craftsmanship and begins scribing the recipe...
As they finish the last entry of the recipe, a bright flash of light appears,
quickly consuming a tightly rolled vellum recipe for a small sword, which vanishes from sight.


< 93h/93H 76v/117V Pos: standing >
A Cozy Sleeping Chamber
Obvious exits: -East  -South -Up    -Down  -Northwest
The scalp of a Drow Elf is lying here. [78%]
A bulletin board stands here.

< 93h/93H 75v/117V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East  -South -West 
[15] A small piranha lies here quite dead.
[33] A large shrimp lies here dead as a bat.
[79] A large flat oyster lies here on the ground.
[83] A large bass lies here flapping weakly.
[18] A large pike lies here.
[66] A medium sized cod lies here.
The corpse of a Githzerai is lying here.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (small)  -=Denizens of Lloth=- stands in mid-air here.
An earth elemental stands here, looking like a living rock. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 

< 93h/93H 77v/117V Pos: standing >
You say 'hi'

< 93h/93H 78v/117V Pos: standing >
A faint hum can be heard from a pair of pale, misty gloves carried by someone.
Someone suddenly attacks YOU!
A Troll snaps into visibility.
-=[A Troll's mighty slash enshrouds you in a mist of blood.]=-
OUCH!  That really did HURT!

< 62h/93H 79v/117V Pos: standing >
< T: Darmiafk TP: sta TC: few wounds E: A Troll sta EP: excellent >
 You attempt to flee...
A Cozy Sleeping Chamber
Obvious exits: -East  -South -Up    -Down  -Northwest
The scalp of a Drow Elf is lying here. [78%]
A bulletin board stands here.
You flee westward!

< 62h/93H 54v/117V Pos: standing >
An Antechamber buzzing with Energy
Obvious exits: -East  -South -West 
[43] A small piranha lies here quite dead.
[33] A large shrimp lies here dead as a bat.
[79] A large flat oyster lies here on the ground.
[83] A large bass lies here flapping weakly.
[18] A large pike lies here.
[66] A medium sized cod lies here.
The corpse of a Githzerai is lying here.
An onyx rock fills the room, pulsing with energy. (glowing) (humming)
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Troll (huge)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Duergar (small)  -=Denizens of Lloth=- stands in mid-air here.
An earth elemental stands here, looking like a living rock. (minion) 
A winged beast from hell stands here reeking with malevolence. (minion) 
A Troll snaps into visibility.
-=[Out of nowhere, a Troll stabs you in the back.]=-