The death of [41 Necrolyte] Rys -=Celestial Sigil=- (Gnome)

in Within Tilby's Tavern

from the perspective of [41 Necrolyte] Rys -=Celestial Sigil=- (Gnome)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a patched electrum earring
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a crude mithril tunic
<worn about body>    a glowing stone bodycloak from City of Torrhan
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn on arms>       some flaming chitin arm plates
<worn around wrist>  a marble and ivory bracer (magic)
<worn around wrist>  a dull grey bracelet [superior]
<worn on hands>      some stylish mithril mitts from Du'Maathe Castle
<worn on finger>     a ring of protection from evil (magic)
<worn on legs>       some bloody hide leggings
<worn on feet>       some well-crafted gold shoes

A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 67h/171H 118v/120V Pos: standing >
You get Sprithnog's travelling book of spells from the corpse of Rys.
You get Sprithnog's travelling book of spells from the corpse of Rys.
You get a marble and ivory bracer from the corpse of Rys.
You get a dull grey bracelet [superior] from the corpse of Rys.
You get a ring of protection from evil from the corpse of Rys.
You get a tribesman's spear from the corpse of Rys.
You get an anti-matter nebula from the corpse of Rys.
You get a strange green stone from the corpse of Rys.
You get sleeves of pleated seal-skin from the corpse of Rys.
You get a large leather backpack from the corpse of Rys.
You can't carry any more.

< 67h/171H 120v/120V Pos: standing >

< 67h/171H 120v/120V Pos: standing >

< 68h/171H 120v/120V Pos: standing >
You place a ring of protection from evil on your left ring finger.
You place a dull grey bracelet [superior] around your left wrist.
You place a marble and ivory bracer around your right wrist.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You strap a large leather backpack on your back.
You already wear a pair of studded leather sleeves on your arms.

< 68h/171H 120v/120V Pos: standing >
You get a large leather backpack from the corpse of Rys.
You get a glowing stone belt buckle from Du'Maathe Castle from the corpse of Rys.
You get an unique hemp quiver from the corpse of Rys.
You get a frost-rimed emerald stud from the corpse of Rys.
You can't carry any more.

< 89h/192H 120v/120V Pos: standing >

< 90h/192H 120v/120V Pos: standing >
You are carrying: (11/11)
a frost-rimed emerald stud
an unique hemp quiver
a glowing stone belt buckle from Du'Maathe Castle
a large leather backpack
sleeves of pleated seal-skin
a strange green stone
an anti-matter nebula (humming)
a tribesman's spear
[2] Sprithnog's travelling book of spells
a spellbook

< 90h/192H 120v/120V Pos: standing >
You are carrying: (11/11)
a frost-rimed emerald stud
an unique hemp quiver
a glowing stone belt buckle from Du'Maathe Castle
a large leather backpack
sleeves of pleated seal-skin
a strange green stone
an anti-matter nebula (humming)
a tribesman's spear
[2] Sprithnog's travelling book of spells
a spellbook

< 90h/192H 120v/120V Pos: standing >
A wild horse trots in from above.

< 90h/192H 120v/120V Pos: standing >
You wear a frost-rimed emerald stud on your left ear.
You strap an unique hemp quiver onto your back.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You attach a glowing stone belt buckle from Du'Maathe Castle to your belt.
You already wear a pair of studded leather sleeves on your arms.

< 90h/192H 120v/120V Pos: standing >

< 93h/195H 128v/128V Pos: standing >
You are using:
<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a dark black robe
<worn about body>    a thin batwing cloak
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a quill
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a marble and ivory bracer
<worn around wrist>  a dull grey bracelet [superior]
<worn on hands>      a pair of brown leather gloves
<worn on finger>     a ring of protection from evil
<held>               an intricately carved wooden tablet
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of dark black boots

< 94h/195H 128v/128V Pos: standing >
Within Tilby's Tavern
Obvious exits: -East  -Up   
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A wild horse stands here ready to go for a run.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 94h/195H 128v/128V Pos: standing >
You stop using a pair of studded leather sleeves.

< 94h/195H 128v/128V Pos: standing >
You drop a pair of studded leather sleeves.

< 95h/195H 128v/128V Pos: standing >
A pair of studded leather sleeves crumbles to dust and blows away.

< 95h/195H 128v/128V Pos: standing >
You stop using a small round wooden shield.

< 95h/195H 128v/128V Pos: standing >
You drop a small round wooden shield.

< 95h/195H 128v/128V Pos: standing >
A small round wooden shield crumbles to dust and blows away.

< 95h/195H 128v/128V Pos: standing >
You stop using a pair of brown leather gloves.

< 95h/195H 128v/128V Pos: standing >
You drop a pair of brown leather gloves.

< 96h/195H 128v/128V Pos: standing >
A pair of brown leather gloves crumbles to dust and blows away.

< 96h/195H 128v/128V Pos: standing >
You are not using it.

< 96h/195H 128v/128V Pos: standing >
Drop what?

< 96h/195H 128v/128V Pos: standing >
You stop using an intricately carved wooden tablet.

< 97h/195H 128v/128V Pos: standing >
You drop an intricately carved wooden tablet.

< 97h/195H 128v/128V Pos: standing >
You get a patched electrum earring from the corpse of Rys.
You get a gleaming flesh mask from the corpse of Rys.
You get a masterly-crafted bronze visor from the corpse of Rys.
You can't carry any more.

< 97h/195H 128v/128V Pos: standing >
Pardon?

< 98h/195H 128v/128V Pos: standing >
You are carrying: (11/11)
a masterly-crafted bronze visor
a gleaming flesh mask
a patched electrum earring
a large leather backpack
sleeves of pleated seal-skin
a strange green stone
an anti-matter nebula (humming)
a tribesman's spear
[2] Sprithnog's travelling book of spells
a spellbook

< 98h/195H 128v/128V Pos: standing >
You are carrying: (11/11)
a masterly-crafted bronze visor
a gleaming flesh mask
a patched electrum earring
a large leather backpack
sleeves of pleated seal-skin
a strange green stone
an anti-matter nebula (humming)
a tribesman's spear
[2] Sprithnog's travelling book of spells
a spellbook

< 98h/195H 128v/128V Pos: standing >
Within Tilby's Tavern
Obvious exits: -East  -Up   
An intricately carved wooden tablet lies here
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A wild horse stands here ready to go for a run.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 98h/195H 128v/128V Pos: standing >
You drop sleeves of pleated seal-skin.

< 99h/195H 128v/128V Pos: standing >
You drop a tribesman's spear.

< 99h/195H 128v/128V Pos: standing >
You are using:
<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a dark black robe
<worn about body>    a thin batwing cloak
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a quill
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn around wrist>  a marble and ivory bracer
<worn around wrist>  a dull grey bracelet [superior]
<worn on finger>     a ring of protection from evil
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of dark black boots

< 100h/195H 128v/128V Pos: standing >
A drunken sailor gets a tribesman's spear.
A drunken sailor wields a tribesman's spear.

< 100h/195H 128v/128V Pos: standing >
You get an ashen marble girth from the corpse of Rys.
You get a glowing stone bodycloak from City of Torrhan from the corpse of Rys.
You can't carry any more.

< 101h/195H 128v/128V Pos: standing >
Hint: Losing the battle? Try to 'flee'. But don't flee too many times, or you might run into something even nastier!

< 101h/195H 128v/128V Pos: standing >
You wear a patched electrum earring on your right ear.
You can't wear something on your face and wear an evil looking helm on your head.
You can't wear something on your eyes and wear an evil looking helm on your head.
You hold a large leather backpack.

< 101h/195H 128v/128V Pos: standing >
You are carrying: (9/11)
a glowing stone bodycloak from City of Torrhan
an ashen marble girth
a masterly-crafted bronze visor
a gleaming flesh mask
a strange green stone
an anti-matter nebula (humming)
[2] Sprithnog's travelling book of spells
a spellbook

< 102h/195H 128v/128V Pos: standing >
You stop using a quill.

< 102h/195H 128v/128V Pos: standing >
You drop a quill.

< 102h/195H 128v/128V Pos: standing >
A quill crumbles to dust and blows away.
You stop using a thin batwing cloak.

< 102h/195H 128v/128V Pos: standing >
You drop a thin batwing cloak.

< 102h/195H 128v/128V Pos: standing >
A thin batwing cloak crumbles to dust and blows away.

< 102h/195H 128v/128V Pos: standing >
You are using:
<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a patched electrum earring
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a dark black robe
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn around wrist>  a marble and ivory bracer
<worn around wrist>  a dull grey bracelet [superior]
<worn on finger>     a ring of protection from evil
<held>               a large leather backpack
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of dark black boots

< 102h/195H 128v/128V Pos: standing >
You stop using a dark black robe.

< 102h/195H 128v/128V Pos: standing >
You drop a dark black robe.

< 102h/195H 128v/128V Pos: standing >
A dark black robe crumbles to dust and blows away.

< 102h/195H 128v/128V Pos: standing >
You can't wear something on your face and wear an evil looking helm on your head.
You can't wear something on your eyes and wear an evil looking helm on your head.
You wear a glowing stone bodycloak from City of Torrhan about your body.

< 103h/195H 128v/128V Pos: standing >
You get some flaming chitin arm plates from the corpse of Rys.
You get some stylish mithril mitts from Du'Maathe Castle from the corpse of Rys.
You get some well-crafted gold shoes from the corpse of Rys.
You can't carry any more.

< 103h/195H 128v/128V Pos: standing >
You cover your arms with some flaming chitin arm plates.
You pull some stylish mithril mitts from Du'Maathe Castle onto your hands.
You can't wear something on your face and wear an evil looking helm on your head.
You can't wear something on your eyes and wear an evil looking helm on your head.
You stop using a pair of dark black boots.
You place some well-crafted gold shoes on your feet.

< 104h/195H 128v/128V Pos: standing >
You can't wear something on your face and wear an evil looking helm on your head.
You can't wear something on your eyes and wear an evil looking helm on your head.
You stop using some well-crafted gold shoes.
You place a pair of dark black boots on your feet.

< 104h/195H 128v/128V Pos: standing >
You stop using a pair of dark black boots.

< 104h/195H 128v/128V Pos: standing >
You do not have that item.

< 104h/195H 128v/128V Pos: standing >
You are carrying: (10/11)
a pair of dark black boots
some well-crafted gold shoes
an ashen marble girth
a masterly-crafted bronze visor
a gleaming flesh mask
a strange green stone
an anti-matter nebula (magic) (humming)
[2] Sprithnog's travelling book of spells
a spellbook

< 104h/195H 128v/128V Pos: standing >

< 104h/195H 128v/128V Pos: standing >
You place some well-crafted gold shoes on your feet.

< 105h/195H 128v/128V Pos: standing >
You drop a pair of dark black boots.

< 108h/198H 128v/128V Pos: standing >
A pair of dark black boots crumbles to dust and blows away.

< 108h/198H 128v/128V Pos: standing >
You get some bloody hide leggings from the corpse of Rys.
You get a well-crafted flesh helmet from Du'Maathe Castle from the corpse of Rys.
You get a crude mithril tunic from the corpse of Rys.
You can't carry any more.

< 108h/198H 128v/128V Pos: standing >

< 108h/198H 128v/128V Pos: standing >
A drunken sailor gets sleeves of pleated seal-skin.
A drunken sailor covers his arms with sleeves of pleated seal-skin.

< 109h/198H 128v/128V Pos: standing >
You shrug into a crude mithril tunic.
You can't wear something on your face and wear an evil looking helm on your head.
You can't wear something on your eyes and wear an evil looking helm on your head.
You stop using a pair of studded leather leggings.
You slide your legs into some bloody hide leggings.

< 109h/198H 128v/128V Pos: standing >
You are using:
<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a patched electrum earring
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a crude mithril tunic
<worn about body>    a glowing stone bodycloak from City of Torrhan
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn on arms>       some flaming chitin arm plates
<worn around wrist>  a marble and ivory bracer (magic)
<worn around wrist>  a dull grey bracelet [superior]
<worn on hands>      some stylish mithril mitts from Du'Maathe Castle
<worn on finger>     a ring of protection from evil (magic)
<held>               a large leather backpack
<worn on legs>       some bloody hide leggings
<worn on feet>       some well-crafted gold shoes

< 109h/198H 128v/128V Pos: standing >
You stop using a large leather backpack.

< 110h/198H 128v/128V Pos: standing >
A drunken sailor gets an intricately carved wooden tablet.
A drunken sailor stops using an arcane spellbook covered with runes.
A drunken sailor grabs an intricately carved wooden tablet.

< 110h/198H 128v/128V Pos: standing >
A large leather backpack contains:

some frost-rimed sapphire sleeves
a frozen flesh belt
a beautiful brass breastplate from The Savannah of Broken Trusts
a beautiful diamond charm from The Mountain Village of Tentro
a blue Cimmerian earring
an ancient piece of elven-glyphed bark (magic) (glowing)
a small gemstone
a spellbook
an intricately carved wooden tablet

< 110h/198H 128v/128V Pos: standing >
You can't carry that many items.

< 111h/198H 128v/128V Pos: standing >
You do not have that item.

< 111h/198H 128v/128V Pos: standing >
You are carrying: (11/11)
a large leather backpack
a pair of studded leather leggings
a well-crafted flesh helmet from Du'Maathe Castle
an ashen marble girth
a masterly-crafted bronze visor
a gleaming flesh mask
a strange green stone
an anti-matter nebula (magic) (humming)
[2] Sprithnog's travelling book of spells
a spellbook

< 111h/198H 128v/128V Pos: standing >
You do not seem to have the 'belt'.

< 111h/198H 128v/128V Pos: standing >
You can't wear something on your eyes and wear an evil looking helm on your head.

< 112h/198H 128v/128V Pos: standing >
You do not have that item.

< 113h/198H 128v/128V Pos: standing >
Wear what?

< 113h/198H 128v/128V Pos: standing >
You can't wear something on your face and wear an evil looking helm on your head.

< 113h/198H 128v/128V Pos: standing >
You are using:
<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       an evil looking helm
<worn in ear>        a patched electrum earring
<worn in ear>        a frost-rimed emerald stud
<worn on body>       a crude mithril tunic
<worn about body>    a glowing stone bodycloak from City of Torrhan
<worn on back>       a large leather backpack
<worn as quiver>     an unique hemp quiver
<worn about waist>   a belt of thick cured leather
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing stone belt buckle from Du'Maathe Castle
<worn on arms>       some flaming chitin arm plates
<worn around wrist>  a marble and ivory bracer (magic)
<worn around wrist>  a dull grey bracelet [superior]
<worn on hands>      some stylish mithril mitts from Du'Maathe Castle
<worn on finger>     a ring of protection from evil (magic)
<worn on legs>       some bloody hide leggings
<worn on feet>       some well-crafted gold shoes

< 114h/198H 128v/128V Pos: standing >
Within Tilby's Tavern
    The most noticeable thing here is a small stage against
the north wall where the entertainment plays, which normally
consists of dancing women of all sorts.  Hoots and hollars
from the sailors, merchants, and passerbyers alike are
loud here, as they pass around pitchers of ale.  A small
staircase leads down below.
Obvious exits: -East  -Down 
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 114h/198H 127v/128V Pos: standing >
You quickly scan the area.
A young guard who is close by to your east.
A wild horse who is close by below you.
A waiter who is close by below you.
A drunken sailor who is close by below you.

< 114h/198H 127v/128V Pos: standing >

< 115h/198H 127v/128V Pos: standing >
   He drinks with the customers and talks with them
joyously, taking down orders and serving food and drinks.
He smiles at you, "What can I get you?"
A waiter appears to be Dwarf and is in excellent condition.
He's medium in size.


< 115h/198H 127v/128V Pos: standing >
    Back from a long few months at sea, this young sailor
is enjoying his time back on land, downing beer after beer.
He hoots wildly at the dancing women and waitresses.
A drunken sailor appears to be Human and has quite a few wounds.
He's medium in size.


< 115h/198H 127v/128V Pos: standing >
Within Tilby's Tavern
Obvious exits: -East  -Down 
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 115h/198H 127v/128V Pos: standing >
Tilby's Tavern
    Laughter and noise fills this tavern, sailors, merchants
and tourists enjoy a good meal with a drink here.  Music filters
in from the room to the west, hoots and shouts pour over most
of the sound, though.  The bustle of Shaiennar Street
can be heard from the doors leading to the street.
Obvious exits: -South -West 
A young member of the city guard strolls by here.

< 116h/198H 126v/128V Pos: standing >
You quickly scan the area.
A retired sailor who is close by to your south.
A young guard who is close by to your south.
A retired sailor who is close by to your south.
A waiter who is close by to your west.
A drunken sailor who is close by to your west.

< 116h/198H 126v/128V Pos: standing >

< 116h/198H 126v/128V Pos: standing >
Shaiennar Road
   This part of the street still carries many of the loud noises of
vendors shouting and shoppers attempting to go home with a good deal.
Street lamps line the streets, their cases designed into transparent
glass seashells.  A few shops and other tourist attractions are nearby
here.  To the far west lies the ocean and the docking area.
Obvious exits: -North -East  -West 
An old sailor looks uneasy on land here.
A young member of the city guard strolls by here.
An old sailor looks uneasy on land here.

< 116h/198H 127v/128V Pos: standing >
   This sailor does not appear to enjoy spending time on land, spending
his days in a drunken stupor or somewhere near the water.  He walks with
a slight limp and scars can be see upon his arms.  He wanders about,
attempting to get acquainted with the land.
A retired sailor appears to be Human and has some big nasty wounds and scratches.
He's medium in size.


< 116h/198H 127v/128V Pos: standing >
A young guard enters from the north.

< 116h/198H 127v/128V Pos: standing >
   This sailor does not appear to enjoy spending time on land, spending
his days in a drunken stupor or somewhere near the water.  He walks with
a slight limp and scars can be see upon his arms.  He wanders about,
attempting to get acquainted with the land.
A retired sailor appears to be Human and is in excellent condition.
He's medium in size.


< 117h/198H 127v/128V Pos: standing >
Tilby's Tavern
    Laughter and noise fills this tavern, sailors, merchants
and tourists enjoy a good meal with a drink here.  Music filters
in from the room to the west, hoots and shouts pour over most
of the sound, though.  The bustle of Shaiennar Street
can be heard from the doors leading to the street.
Obvious exits: -South -West 

< 117h/198H 126v/128V Pos: standing >

< 117h/198H 126v/128V Pos: standing >
Within Tilby's Tavern
    The most noticeable thing here is a small stage against
the north wall where the entertainment plays, which normally
consists of dancing women of all sorts.  Hoots and hollars
from the sailors, merchants, and passerbyers alike are
loud here, as they pass around pitchers of ale.  A small
staircase leads down below.
Obvious exits: -East  -Down 
A wild horse stands here ready to go for a run.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 117h/198H 126v/128V Pos: standing >
You quickly scan the area.
A waiter who is close by below you.
A drunken sailor who is close by below you.

< 117h/198H 126v/128V Pos: standing >
Within Tilby's Tavern
    It isn't much quieter down here than the other areas
of the tavern.  Patrons sit at small, round wooden tables
drinking imported ale and dining of the tavern's meals.
Music filters in from the room above where the entertainment,
usually consisting of dancing women, is about.  A small
staircase leads up, while a smaller hallway like room
lies to the east.  A strange feeling is about the tavern,
as if once upon a time it found much more laughter within
it, which is now only a hollow memory.
Obvious exits: -East  -Up   
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 117h/198H 126v/128V Pos: standing >
    Back from a long few months at sea, this young sailor
is enjoying his time back on land, downing beer after beer.
He hoots wildly at the dancing women and waitresses.
A drunken sailor appears to be Human and is in excellent condition.
He's medium in size.

<worn on arms>       sleeves of pleated seal-skin
<primary weapon>     a tribesman's spear
<held>               an intricately carved wooden tablet

< 118h/198H 127v/128V Pos: standing >
Within Tilby's Tavern
Obvious exits: -East  -Up   
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.

< 118h/198H 128v/128V Pos: standing >
   He drinks with the customers and talks with them
joyously, taking down orders and serving food and drinks.
He smiles at you, "What can I get you?"
A waiter appears to be Dwarf and is in excellent condition.
He's medium in size.


< 118h/198H 128v/128V Pos: standing >
Within Tilby's Tavern
    It isn't much quieter down here than the other areas
of the tavern.  Patrons sit at small, round wooden tables
drinking imported ale and dining of the tavern's meals.
Music filters in from the room above where the entertainment,
usually consisting of dancing women, is about.  A small
staircase leads up, while a small wooden door
lies to the north.  A strange feeling is about the tavern,
as if once upon a time it found much more laughter within
it, which is now only a hollow memory.
Obvious exits: -North# -West 

< 119h/198H 127v/128V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.
Ok.

< 119h/198H 127v/128V Pos: standing >
A Small Office
   The most noticeable thing about this small room is the
paintings on the wall of huge, grand ships sailing the ocean.
A small wooden desk and chair is about the only other thing
present here, a scattering of papers all over it.  The
scent of musty cigar smoke is evident here.
Obvious exits: -South
A hearty halfling smokes a cigar behind a desk here.

< 119h/198H 126v/128V Pos: standing >
You quickly scan the area.
You see nothing.

< 119h/198H 126v/128V Pos: standing >
Ok.

< 119h/198H 128v/128V Pos: standing >
You sit down and relax.

< 120h/198H 128v/128V Pos: sitting >
You are currently memorizing the following spells:
    6 seconds:  ( 6th) vitalize undead  [not in spell book]
   12 seconds:  ( 7th) protect undead  [not in spell book]
   19 seconds:  ( 7th) raise wraith  [not in spell book]
   25 seconds:  ( 6th) vitalize undead  [not in spell book]
   32 seconds:  ( 8th) negative concussion blast  [not in spell book]
   38 seconds:  ( 7th) protect undead  [not in spell book]
   43 seconds:  ( 4th) life leech  [not in spell book]
   50 seconds:  ( 8th) negative concussion blast  [not in spell book]
   57 seconds:  ( 8th) negative concussion blast  [not in spell book]
   62 seconds:  ( 4th) life leech  [not in spell book]
   67 seconds:  ( 4th) life leech  [not in spell book]
   72 seconds:  ( 4th) life leech  [not in spell book]
   77 seconds:  ( 4th) life leech  [not in spell book]
   82 seconds:  ( 4th) life leech  [not in spell book]
   87 seconds:  ( 4th) life leech  [not in spell book]
   93 seconds:  ( 5th) heal undead  [not in spell book]
   99 seconds:  ( 7th) protect undead  [not in spell book]
  106 seconds:  ( 7th) protect undead  [not in spell book]
  112 seconds:  ( 6th) cone of cold  [not in spell book]
  118 seconds:  ( 6th) cone of cold  [not in spell book]
  124 seconds:  ( 6th) cone of cold  [not in spell book]
  130 seconds:  ( 6th) cone of cold  [not in spell book]
  133 seconds:  ( 2nd) vampiric touch  [not in spell book]
  139 seconds:  ( 5th) fireshield  [not in spell book]
  143 seconds:  ( 3rd) sense follower  [not in spell book]
  146 seconds:  ( 2nd) protection from cold  [not in spell book]
  149 seconds:  ( 1st) protection from undead
  152 seconds:  ( 2nd) protection from living  [not in spell book]
  159 seconds:  ( 8th) improved invisibility  [not in spell book]
  162 seconds:  ( 1st) slashing darkness
  166 seconds:  ( 3rd) dispel magic  [not in spell book]
  170 seconds:  ( 3rd) dispel magic  [not in spell book]
  175 seconds:  ( 3rd) dispel magic  [not in spell book]
  179 seconds:  ( 3rd) dispel magic  [not in spell book]
  183 seconds:  ( 3rd) dispel magic  [not in spell book]
  187 seconds:  ( 3rd) dispel magic  [not in spell book]
  191 seconds:  ( 2nd) sleep  [not in spell book]
  194 seconds:  ( 2nd) sleep  [not in spell book]
  198 seconds:  ( 2nd) sleep  [not in spell book]
  201 seconds:  ( 2nd) sleep  [not in spell book]
  205 seconds:  ( 2nd) sleep  [not in spell book]
  207 seconds:  ( 1st) slashing darkness
  210 seconds:  ( 1st) slashing darkness
  212 seconds:  ( 1st) slashing darkness
  215 seconds:  ( 1st) slashing darkness
  217 seconds:  ( 1st) slashing darkness
  220 seconds:  ( 1st) slashing darkness
  222 seconds:  ( 1st) minor creation
  227 seconds:  ( 4th) life leech  [not in spell book]
  231 seconds:  ( 2nd) sleep  [not in spell book]
  234 seconds:  ( 2nd) sleep  [not in spell book]
  239 seconds:  ( 3rd) embalm  [not in spell book]
  243 seconds:  ( 3rd) embalm  [not in spell book]
  248 seconds:  ( 5th) heal undead  [not in spell book]
  254 seconds:  ( 5th) heal undead  [not in spell book]
  259 seconds:  ( 5th) heal undead  [not in spell book]
  267 seconds:  ( 9th) dimension door  [not in spell book]
  269 seconds:  ( 1st) minor creation
  275 seconds:  ( 5th) heal undead  [not in spell book]
  280 seconds:  ( 5th) heal undead  [not in spell book]

You can memorize no more spells.
You continue your study.
You are currently memorizing the following spells:
    6 seconds:  ( 6th) vitalize undead  [not in spell book]
   12 seconds:  ( 7th) protect undead  [not in spell book]
   19 seconds:  ( 7th) raise wraith  [not in spell book]
   25 seconds:  ( 6th) vitalize undead  [not in spell book]
   32 seconds:  ( 8th) negative concussion blast  [not in spell book]
   38 seconds:  ( 7th) protect undead  [not in spell book]
   43 seconds:  ( 4th) life leech  [not in spell book]
   50 seconds:  ( 8th) negative concussion blast  [not in spell book]
   57 seconds:  ( 8th) negative concussion blast  [not in spell book]
   62 seconds:  ( 4th) life leech  [not in spell book]
   67 seconds:  ( 4th) life leech  [not in spell book]
   72 seconds:  ( 4th) life leech  [not in spell book]
   77 seconds:  ( 4th) life leech  [not in spell book]
   82 seconds:  ( 4th) life leech  [not in spell book]
   87 seconds:  ( 4th) life leech  [not in spell book]
   93 seconds:  ( 5th) heal undead  [not in spell book]
   99 seconds:  ( 7th) protect undead  [not in spell book]
  106 seconds:  ( 7th) protect undead  [not in spell book]
  112 seconds:  ( 6th) cone of cold  [not in spell book]
  118 seconds:  ( 6th) cone of cold  [not in spell book]
  124 seconds:  ( 6th) cone of cold  [not in spell book]
  130 seconds:  ( 6th) cone of cold  [not in spell book]
  133 seconds:  ( 2nd) vampiric touch  [not in spell book]
  139 seconds:  ( 5th) fireshield  [not in spell book]
  143 seconds:  ( 3rd) sense follower  [not in spell book]
  146 seconds:  ( 2nd) protection from cold  [not in spell book]
  149 seconds:  ( 1st) protection from undead
  152 seconds:  ( 2nd) protection from living  [not in spell book]
  159 seconds:  ( 8th) improved invisibility  [not in spell book]
  162 seconds:  ( 1st) slashing darkness
  166 seconds:  ( 3rd) dispel magic  [not in spell book]
  170 seconds:  ( 3rd) dispel magic  [not in spell book]
  175 seconds:  ( 3rd) dispel magic  [not in spell book]
  179 seconds:  ( 3rd) dispel magic  [not in spell book]
  183 seconds:  ( 3rd) dispel magic  [not in spell book]
  187 seconds:  ( 3rd) dispel magic  [not in spell book]
  191 seconds:  ( 2nd) sleep  [not in spell book]
  194 seconds:  ( 2nd) sleep  [not in spell book]
  198 seconds:  ( 2nd) sleep  [not in spell book]
  201 seconds:  ( 2nd) sleep  [not in spell book]
  205 seconds:  ( 2nd) sleep  [not in spell book]
  207 seconds:  ( 1st) slashing darkness
  210 seconds:  ( 1st) slashing darkness

< 120h/198H 128v/128V Pos: sitting >

< 120h/198H 128v/128V Pos: sitting >
A Drow Elf enters from the south.
An earth elemental enters from the south.
An earth elemental enters from the south.
An earth elemental enters from the south.
A Drow Elf enters from the south.
A Drow Elf enters from the south.
A Drow Elf enters from the south.
A Drow Elf enters from the south.

< 120h/198H 128v/128V Pos: sitting >
A Drow Elf gives an order to his followers.
You dodge a bash from an earth elemental, who loses its balance and falls.
You dodge a bash from an earth elemental, who loses its balance and falls.
You dodge a bash from an earth elemental, who loses its balance and falls.

< 120h/198H 128v/128V Pos: sitting >
You have managed to misplace your spellbook!
You abandon your studies.

< 121h/198H 128v/128V Pos: sitting >
A Drow Elf closes the door.

< 122h/198H 128v/128V Pos: sitting >
You clamber to your feet.

< 122h/198H 128v/128V Pos: standing >
I see nothing suitable there.

< 122h/198H 128v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 122h/198H 128v/128V Pos: standing >

< 122h/198H 128v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 122h/198H 128v/128V Pos: standing >
I see nothing suitable there.

< 122h/198H 128v/128V Pos: standing >
An earth elemental clambers to its feet.
Alas, you cannot go that way. . . .

< 123h/198H 128v/128V Pos: standing >
An earth elemental clambers to its feet.
Ok.

< 123h/198H 128v/128V Pos: standing >
Within Tilby's Tavern
    It isn't much quieter down here than the other areas
of the tavern.  Patrons sit at small, round wooden tables
drinking imported ale and dining of the tavern's meals.
Music filters in from the room above where the entertainment,
usually consisting of dancing women, is about.  A small
staircase leads up, while a small wooden door
lies to the north.  A strange feeling is about the tavern,
as if once upon a time it found much more laughter within
it, which is now only a hollow memory.
Obvious exits: -North -West 

< 123h/198H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 123h/198H 127v/128V Pos: standing >
Alas, you cannot go that way. . . .
A Drow Elf enters from the north.
An earth elemental enters from the north.
An earth elemental enters from the north.
An earth elemental enters from the north.
A Drow Elf enters from the north.
A Drow Elf enters from the north.
A Drow Elf enters from the north.
A Drow Elf enters from the north.

< 123h/198H 127v/128V Pos: standing >
Within Tilby's Tavern
    It isn't much quieter down here than the other areas
of the tavern.  Patrons sit at small, round wooden tables
drinking imported ale and dining of the tavern's meals.
Music filters in from the room above where the entertainment,
usually consisting of dancing women, is about.  A small
staircase leads up, while a smaller hallway like room
lies to the east.  A strange feeling is about the tavern,
as if once upon a time it found much more laughter within
it, which is now only a hollow memory.
Obvious exits: -East  -Up   
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
The corpse of a Gnome is lying here.
A young dwarven waiter rushes about taking down orders here.
A drunken sailor whistles vulgarly at the passing women.
A Drow Elf enters from the east.
An earth elemental enters from the east.
An earth elemental enters from the east.
An earth elemental enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.
A Drow Elf enters from the east.

< 123h/198H 126v/128V Pos: standing >
Alas, you cannot go that way. . . .

< 123h/198H 126v/128V Pos: standing >
Alas, you cannot go that way. . . .
A Drow Elf gives an order to his followers.
You are knocked to the ground by an earth elemental's mighty bash!
You dodge a bash from an earth elemental, who loses its balance and falls.
You dodge a bash from an earth elemental, who loses its balance and falls.

< 119h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 -=[An earth elemental's decent crush strikes you.]=-
-=[An earth elemental's crush strikes you.]=-

< 103h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 
< 103h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 An earth elemental just barely gets its shield up to block your attack.

< 103h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 A Drow Elf gives an order to his followers.

< 103h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 Sparkling magic surrounds a Drow Elf as he begins his chant.
A Drow Elf starts casting an offensive spell.

< 103h/198H 126v/128V Pos: sitting >
< T: Rys TP: sit TC: few wounds E: earth sta EP: excellent >
 A Drow Elf completes his spell...
A Drow Elf utters the word 'euguihzofahz'
A Drow Elf sends a green ray of light coming .. Straight towards YOU!
-=[A ring of protection from evil turns red hot and burns you!]=-
A ring of protection from evil cracks from the heat.
-=[A glowing stone bodycloak from City of Torrhan turns red hot and burns you!]=-
A glowing stone bodycloak from City of Torrhan cracks from the heat.
-=[A belt of thick cured leather turns red hot and burns you!]=-
A belt of thick cured leather cracks from the heat.
-=[A large leather backpack turns red hot and burns you!]=-
A large leather backpack cracks from the heat.
-=[Your body quivers and shakes as a Drow Elf hits you with a disintegration ray, but you manage to stay together.]=-