The death of [44 Scoundrel] Zykl -=Tharnadian Royal Marines=- (Halfling)

in Along Merchant's Way

from the perspective of [44 Scoundrel] Zykl -=Tharnadian Royal Marines=- (Halfling)

<worn as a badge>    emblem of the maelstrom
<worn on head>       a small copper helmet
<worn in ear>        a gnomish ear amplifier
<worn in ear>        a gnomish ear amplifier
<worn on face>       a mask of autumn leaves [73%]
<worn around neck>   a foxfur scarf
<worn around neck>   a foxfur scarf
<worn on body>       some flowing silk embroidered robes [poor]
<worn about body>    some flowing silk embroidered robes [superior]
<worn as quiver>     a quiver smeared with blood
<worn about waist>   a silken sash of raw silk [superior] [78%]
<worn on belt buckle>a hand-carved yo-yo
<attached to belt>   the lost book of 'Magic'
<worn on arms>       a pair of copper sleeves
<worn around wrist>  a wristguard made from chipmunk hide
<worn around wrist>  a bracelet of woven willow leaves [poor] (illuminating)
<worn on hands>      some snake-rattle gloves [superior]
<worn on finger>     a glowing white-gold ring of intelligence
<worn on finger>     a tiny silver ring (glowing)
<held>               the horn of the dragonslayer
<worn on legs>       a pair of ghostly pants

A small yellow cat who is rather far off to your north.
A city guard who is rather far off to your north.
A street sweeper who is in the distance to your north.
A member of the city patrol who is in the distance to your north.
A street sweeper who is close by to your east.
A street performer who is in the distance to your east.
A city guard who is close by to your west.
The High Priest of Winterhaven who is not far off to your west.
Muredach who is a brief walk away to your west.

< 512h/512H 171v/172V Pos: standing >
Obvious exits:
    North- Avenue of the Prancing Fawn
    East - Along Merchant's Way
    South- Avenue of the Prancing Fawn
    West - The Celestial Bazaar

< 512h/512H 171v/172V Pos: standing >
The white-clad monks begin to chant more softly and the statue
begins to shrink and recede, until there is nothing left but a
large pool of water.

Suddenly, they begin to chant louder and louder and the pool of
water begins to bubble and grow, almost as if it were starting
to come alive!

With a sudden scream, the water erupts towards the sky in a flurry
of activity. The water shifts and swirls as it begins to slow
down, finally stopping as it takes the shape of a Vampire!


< 512h/512H 171v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 171v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W
A street sweeper stands here, cleaning the road.

< 512h/512H 171v/172V Pos: standing >
   This young man is just one of the many street sweepers who proudly
keep the many roads of this city clear from dirt and garbage. He
holds his broom fiercely in his hands and continues his daily work
while whistling a little tune.
A street sweeper appears to be Human and is in excellent condition.
He's medium in size.


< 512h/512H 171v/172V Pos: standing >
You start chanting...

< 512h/512H 172v/172V Pos: standing >
You complete your spell...
[Damage: 22 ] Your giant fist of force causes a street sweeper to stagger in agony!
A street sweeper is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Zykl by 2.
The unmistakable scent of fresh blood can be smelled as a street sweeper dies in agony.

< 512h/512H 172v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
It appears to be the corpse of a street sweeper.
3 coins

< 512h/512H 172v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W
A few drops of fresh blood are scattered around the area.
The corpse of a street sweeper is lying here.
A massive guard is patrolling the city of Winterhaven.

< 512h/512H 172v/172V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
Obvious exits: -N -E -S -W
A massive statue composed of blue-green water is here. (humming)
A white-clad monk is busy chanting in unison with his group.
You drag the corpse of a street sweeper along behind you.

< 512h/512H 166v/172V Pos: standing >
You get 3 coins from the corpse of a street sweeper.
There were: 2 silver coins, 1 copper coin. 

< 512h/512H 172v/172V Pos: standing >
Ok.
You put 0 platinum, 0 gold, 2 silver, and 1 copper coins into a magical glowing sphere.

< 512h/512H 172v/172V Pos: standing >
You are carrying: (6/12)
the horn of the dragonslayer
a small wooden drum
multi-colored glass flute of harmony
the mandolin of sight
a small wooden harp
a magical glowing sphere (glowing)

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
A female commoner stands here, trying to look busy.
You drag the corpse of a street sweeper along behind you.

< 512h/512H 166v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 171v/172V Pos: standing >
The Bloodbath Debriefing Room
Obvious exits: -W
[2] The corpse of a street sweeper is lying here.
The corpse of a street sweeper is lying here.
You drag the corpse of a street sweeper along behind you.

< 512h/512H 166v/172V Pos: standing >
You sit down and relax.

< 512h/512H 172v/172V Pos: sitting >
You have memorized the following spells:
( 9th circle)  2 - feeblemind
( 8th circle)  3 - bigbys clenched fist
( 7th circle)  3 - fireball
               1 - dimension door
( 6th circle)  3 - lightning bolt
               1 - dispel magic
( 4th circle)  5 - burning hands
               1 - minor creation
( 3rd circle)  7 - magic missile
( 2nd circle)  5 - mirror image

And you are currently memorizing the following spells:
    5 seconds:  ( 8th) bigbys clenched fist

You can memorize 3 2nd and 5 5th circle spell(s).
You continue your study.

< 512h/512H 172v/172V Pos: sitting >

< 512h/512H 172v/172V Pos: sitting >
You start meditating...

< 512h/512H 172v/172V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 172v/172V Pos: sitting >
You have finished memorizing bigbys clenched fist.
Your studies are complete.

< 512h/512H 172v/172V Pos: sitting >
You clamber to your feet.

< 512h/512H 172v/172V Pos: standing >
The Bloodbath Debriefing Room
Obvious exits: -W
The corpse of a street sweeper is lying here.
[2] The corpse of a street sweeper is lying here.
The corpse of a street sweeper is lying here.

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
A female commoner stands here, trying to look busy.

< 512h/512H 171v/172V Pos: standing >
You quickly scan the area.
A white-clad Monk who is close by to your north.
A filthy beggar who is not far off to your north.
A small black dog who is a brief walk away to your north.
A city guard who is rather far off to your north.
A local noble who is in the distance to your north.
A small yellow cat who is in the distance to your north.
A city noble who is close by to your south.
A small yellow cat who is not far off to your south.
A member of the city patrol who is not far off to your south.
A member of the city patrol who is rather far off to your south.
An Ambassador from the Citadel who is in the distance to your south.
A black crow who is in the distance to your south.
A male commoner who is close by to your west.
A small yellow cat who is rather far off to your west.
A guard of the guilds who is in the distance to your west.
A guard of the guilds who is in the distance to your west.
A guard of the guilds who is in the distance to your west.

< 512h/512H 171v/172V Pos: standing >
Obvious exits:
    North- The Grand Intersection of Merchant's Way and the Prancing Fawn
    East - The Bloodbath Debriefing Room
    South- Avenue of the Prancing Fawn
    West - The Celestial Bazaar

< 512h/512H 171v/172V Pos: standing >
The Celestial Bazaar
Obvious exits: -N -E -W
A male commoner explores the streets for some entertainment.

< 512h/512H 170v/172V Pos: standing >
You quickly scan the area.
A city guard who is not far off to your north.
A female commoner who is close by to your east.
A small yellow cat who is a brief walk away to your west.
A guard of the guilds who is rather far off to your west.
A guard of the guilds who is rather far off to your west.
A guard of the guilds who is rather far off to your west.

< 512h/512H 172v/172V Pos: standing >
Obvious exits:
    North- The Celestial Bazaar
    East - Avenue of the Prancing Fawn
    West - The Celestial Bazaar

< 512h/512H 172v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
Fresh blood splatters cover the area.
A female commoner stands here, trying to look busy.

< 512h/512H 171v/172V Pos: standing >
You quickly scan the area.
A white-clad Monk who is close by to your north.
A filthy beggar who is not far off to your north.
A small black dog who is a brief walk away to your north.
A small yellow cat who is rather far off to your north.
A black crow who is rather far off to your north.
A city guard who is rather far off to your north.
A local noble who is in the distance to your north.
A city noble who is close by to your south.
An ambassador from the Tribal Oasis who is not far off to your south.
A small yellow cat who is not far off to your south.
A member of the city patrol who is rather far off to your south.
An Ambassador from the Citadel who is in the distance to your south.
A black crow who is in the distance to your south.
A male commoner who is close by to your west.
A small yellow cat who is rather far off to your west.
A guard of the guilds who is in the distance to your west.
A guard of the guilds who is in the distance to your west.
A guard of the guilds who is in the distance to your west.

< 512h/512H 171v/172V Pos: standing >
Obvious exits:
    North- The Grand Intersection of Merchant's Way and the Prancing Fawn
    East - The Bloodbath Debriefing Room
    South- Avenue of the Prancing Fawn
    West - The Celestial Bazaar

< 512h/512H 171v/172V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
Obvious exits: -N -E -S -W
A massive statue composed of blue-green water is here. (humming)
A white-clad monk is busy chanting in unison with his group.

< 512h/512H 171v/172V Pos: standing >
You quickly scan the area.
A filthy beggar who is close by to your north.
A small black dog who is not far off to your north.
A small yellow cat who is a brief walk away to your north.
A black crow who is a brief walk away to your north.
A city guard who is a brief walk away to your north.
A local noble who is rather far off to your north.
A city guard who is in the distance to your north.
A city guard who is in the distance to your north.
A street sweeper who is in the distance to your north.
A member of the city patrol who is in the distance to your north.
A member of the city patrol who is close by to your east.
A filthy beggar who is rather far off to your east.
A female commoner who is close by to your south.
A city noble who is not far off to your south.
An ambassador from the Tribal Oasis who is a brief walk away to your south.
A small yellow cat who is a brief walk away to your south.
A member of the city patrol who is in the distance to your south.
The High Priest of Winterhaven who is not far off to your west.
Muredach who is a brief walk away to your west.

< 512h/512H 171v/172V Pos: standing >
Obvious exits:
    North- Avenue of the Prancing Fawn
    East - Along Merchant's Way
    South- Avenue of the Prancing Fawn
    West - The Celestial Bazaar

< 512h/512H 171v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 171v/172V Pos: standing >

< 512h/512H 171v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A filthy beggar stands infront of you, asking for spare coins.

< 512h/512H 170v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A small black dog stands here, sniffing away at a pile of trash.

< 512h/512H 170v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A small yellow cat sits here, wiggling her large ears.
A black crow flaps its wings and caws at you.
A member of the city militia stands here, looking bored.

< 512h/512H 171v/172V Pos: standing >
It's hotter than anyone could imagine.

< 512h/512H 171v/172V Pos: standing >
You do not see that here.

< 512h/512H 172v/172V Pos: standing >
An Intersection of Browncoat Boulevard and the Prancing Fawn
Obvious exits: -N -E -S -W
One of the local nobles walks around the city.

< 512h/512H 171v/172V Pos: standing >
You do not see that here.

< 512h/512H 171v/172V Pos: standing >
A local noble glares around him.


< 512h/512H 171v/172V Pos: standing >
You quickly scan the area.
A city guard who is close by to your north.
A city guard who is close by to your north.
A street sweeper who is close by to your north.
A member of the city patrol who is close by to your north.
A street sweeper who is not far off to your north.
An Ambassador from the Lair of the Gibberling King who is a brief walk away to your north.
An ambassador from the Du'Maathe Castle who is rather far off to your north.
A street performer who is rather far off to your north.
A wealthy merchant who is rather far off to your north.
A city mason who is rather far off to your north.
A city mason who is in the distance to your north.
A tiny brown cat who is not far off to your east.
A tiny brown cat who is a brief walk away to your east.
A religious follower who is a brief walk away to your east.
A religious follower who is a brief walk away to your east.
A religious follower who is a brief walk away to your east.
A religious preacher who is a brief walk away to your east.
An Ambassador from Rogue Plains who is rather far off to your east.
A member of the city patrol who is rather far off to your east.
A poor commoner who is rather far off to your east.
A small yellow cat who is close by to your south.
A black crow who is close by to your south.
A city guard who is close by to your south.
A small black dog who is not far off to your south.
A filthy beggar who is a brief walk away to your south.
A white-clad Monk who is rather far off to your south.
An Ambassador from New Cave City who is not far off to your west.
A wealthy merchant who is not far off to your west.
A city guard who is a brief walk away to your west.
An ambassador from the Temple of Skrentherlog who is rather far off to your west.

< 512h/512H 171v/172V Pos: standing >
Obvious exits:
    North- Avenue of the Prancing Fawn
    East - On Browncoat Boulevard
    South- Avenue of the Prancing Fawn
    West - On Browncoat Boulevard

< 512h/512H 171v/172V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 512h/512H 171v/172V Pos: standing >
A city guard enters from the north.

< 512h/512H 172v/172V Pos: standing >
You stop using a crystalline lyre [superior].

< 512h/512H 172v/172V Pos: standing >
You hold the horn of the dragonslayer.

< 512h/512H 172v/172V Pos: standing >
You change up your song...
You start playing your horn of the dragonslayer and singing aloud.

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A small yellow cat sits here, wiggling her large ears.
A black crow flaps its wings and caws at you.
A member of the city militia stands here, looking bored.

< 512h/512H 171v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A small black dog stands here, sniffing away at a pile of trash.

< 512h/512H 170v/172V Pos: standing >
A small black dog leaves west.
A Vacant building
Obvious exits: -W

< 512h/512H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 171v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 172v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A filthy beggar stands infront of you, asking for spare coins.

< 512h/512H 171v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W

< 512h/512H 170v/172V Pos: standing >
A Room of Hay
Obvious exits: -W

< 512h/512H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 169v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 171v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 172v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 172v/172V Pos: standing >
Alas, you cannot go that way. . . .

< 512h/512H 172v/172V Pos: standing >
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W

< 512h/512H 171v/172V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
Obvious exits: -N -E -S -W
A massive statue composed of blue-green water is here. (humming)
A white-clad monk is busy chanting in unison with his group.

< 512h/512H 170v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W
A few drops of fresh blood are scattered around the area.
A small black dog stands here, sniffing away at a pile of trash.
A massive guard is patrolling the city of Winterhaven.

< 512h/512H 169v/172V Pos: standing >
A member of the city patrol sneaks west.
Along Merchant's Way
Obvious exits: -N -E -S -W
a large sign hangs on the wall to the North.
a weathered sign hangs on the wall to the South.

< 512h/512H 168v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a sign made of hammered iron hangs on the wall to the North.
a glass sign hangs on the wall to the South.

< 512h/512H 168v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a redwood sign hangs on the wall to the North.
a small sign hangs on the wall to the South.

< 512h/512H 167v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a small sign hangs above an entrance to the North.
a pleasant sign hangs on the wall to the South.

< 512h/512H 167v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W
A street performer juggles balls while dancing a jig.

< 512h/512H 167v/172V Pos: standing >
A Large Intersection at Merchant's Way
Obvious exits: -N -E -S -W
A black crow flaps its wings and caws at you.

< 512h/512H 166v/172V Pos: standing >
Inside The Eastern Gates of Winterhaven
Obvious exits: -E -W
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)

< 512h/512H 166v/172V Pos: standing >
Outside the Eastern Gates of Winterhaven
Obvious exits: -N -E -S -W
A single rose grows out from the ground.
A fat duck strolls through the room, quacking happily.
A small hedgehog runs around the forest, bristling with energy.

< 512h/512H 165v/172V Pos: standing >
Along a Gravel Highway
Obvious exits: -N -E -S -W
This bluejay sits gracefully on a branch, chirping out a song.
A dryad of the forest sits here, feeding the animals.
A small hedgehog runs around the forest, bristling with energy.

< 512h/512H 164v/172V Pos: standing >
You sing a song to lift the spirits high.

< 512h/512H 167v/172V Pos: standing >
A graceful bluejay leaves east.
Outside the Eastern Gates of Winterhaven
Obvious exits: -N -E -S -W
A single rose grows out from the ground.
A fat duck strolls through the room, quacking happily.
A small hedgehog runs around the forest, bristling with energy.

< 512h/512H 166v/172V Pos: standing >
Inside The Eastern Gates of Winterhaven
Obvious exits: -E -W
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)

< 512h/512H 165v/172V Pos: standing >
A Large Intersection at Merchant's Way
Obvious exits: -N -E -S -W
A black crow flaps its wings and caws at you.

< 512h/512H 165v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W

< 512h/512H 166v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a small sign hangs above an entrance to the North.
a pleasant sign hangs on the wall to the South.
A street performer juggles balls while dancing a jig.

< 512h/512H 166v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a redwood sign hangs on the wall to the North.
a small sign hangs on the wall to the South.

< 512h/512H 166v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a sign made of hammered iron hangs on the wall to the North.
a glass sign hangs on the wall to the South.

< 512h/512H 167v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -N -E -S -W
a large sign hangs on the wall to the North.
a weathered sign hangs on the wall to the South.

< 512h/512H 171v/172V Pos: standing >
Along Merchant's Way
Obvious exits: -E -W
A few drops of fresh blood are scattered around the area.
A Kobold (small)  *-* Warlords *-* stands in mid-air here.
A Drow Elf (medium)  *-* Warlords *-* stands in mid-air here.
You sense a lifeform nearby.
You sense a lifeform nearby.
You sense a lifeform nearby.
A Kobold (small)  *-* Warlords *-* stands in mid-air here.
A small black dog stands here, sniffing away at a pile of trash.
A Kobold leaves east.
A Drow Elf leaves east.
A Kobold leaves east.

< 512h/512H 170v/172V Pos: standing >
Alas, you cannot go that way. . . .
A Kobold enters from the east.
A Drow Elf enters from the east.
A Kobold enters from the east.
A Troll snaps into visibility.
In his haste to slam you around, a Troll slips and falls!
A Drow Elf starts casting an offensive spell.
A Troll snaps into visibility.
A Troll suddenly looks a bit dumb, and madly slams _YOU_!
Wow that smarts... but you manage to recover quickly!

< 504h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC:few scratches E: A Troll sta EP: excellent >
 Your improved dexterity grants you an additional attack!
A Troll parries your futile lunge at her.
A Troll dodges your futile attack.
A Troll parries your futile lunge at her.

< 504h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC:few scratches E: A Troll sta EP: excellent >
 Someone suddenly attacks YOU!
A Drow Elf snaps into visibility.
A Drow Elf's impressive slash strikes you.
[Damage:  1 ] As a Drow Elf strikes you, you smile as he tears his flesh!

< 482h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC:few scratches E: someone 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!
Your body quivers and shakes as a Drow Elf hits you with a disintegration ray, but you manage to stay together.
OUCH!  That really did HURT!

< 399h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: small wounds E: someone sta EP: excellent >
 A faint hum can be heard from Tiamat's poison tail stinger carried by someone.
A Troll snaps into visibility.
A Troll's powerful pierce strikes you.
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's impressive pierce strikes you.
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's powerful pierce strikes you.
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's mighty pierce strikes you very hard.
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's powerful pierce strikes you.
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!

< 269h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 A Kobold starts casting an offensive spell.

< 269h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: few wounds E: someone sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
Someone parries your futile lunge at her.
Someone dodges your futile attack.
You miss someone.
A Troll snaps into visibility.

< 269h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: few wounds E: A Troll sta EP: few scratches >
 Sparkling magic surrounds a Drow Elf as he begins his chant.
A Drow Elf starts casting an offensive spell.

< 269h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: few wounds E: someone sta EP: excellent >
 The world stops spinning.
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!
Your body quivers and shakes as a Drow Elf hits you with a disintegration ray, but you manage to stay together.
OUCH!  That really did HURT!
Your small copper helmet is blasted by the negative energy!

< 201h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: nasty wounds E: someone sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 172h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: nasty wounds E: someone sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 147h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC:pretty hurt E: someone sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!
A Kobold starts casting a spell.

< 118h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC:pretty hurt E: someone sta EP: excellent >
 Your black double-edged shortsword dubbed, Huntsmaster [superior] parries a Drow Elf's lunge at you.
A Drow Elf's impressive slash strikes you very hard.
[Damage:  1 ] As a Drow Elf strikes you, you smile as he tears his flesh!
A Drow Elf's slash enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
[Damage:  1 ] As a Drow Elf strikes you, you smile as he tears his flesh!
A Drow Elf's impressive slash enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
[Damage:  1 ] As a Drow Elf strikes you, you smile as he tears his flesh!

< 41h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: awful E: someone sta EP: excellent >
 A Kobold starts casting an offensive spell.
A Drow Elf starts casting an offensive spell.

< 41h/512H 172v/172V Pos: on your ass >
< T: Zykl TP: ass TC: awful E: someone sta EP: excellent >
 Your black double-edged shortsword dubbed, Huntsmaster [superior] parries someone's lunge at you.
A Troll snaps into visibility.
A Troll's pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's impressive pierce critically injures you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage:  1 ] As a Troll strikes you, you smile as she tears her flesh!
A Troll's fine pierce hits you.
Your black double-edged shortsword dubbed, Huntsmaster [superior] was completely destroyed by the massive blow!