The death of [52 Air Magus] Krey *-* Warlords *-* (Drow Elf)

in Along the Path to Knighthood

from the perspective of [52 Air Magus] Krey *-* Warlords *-* (Drow Elf)

<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik (magic)
<worn on head>       a relic crown of impunity [poor]
<worn on eyes>       a pair of goggles of faerie sight (magic) [68%]
<worn in ear>        a tiny seashell [poor] (invis) (magic)
<worn in ear>        a tiny endurium earring [poor] made by Acho (magic) [72%]
<worn on face>       mask of battles past [superior]
<worn around neck>   a silvery necklace with an obsidian pendant [poor] (glowing)
<worn around neck>   a golden necklace of the gypsy king (glowing)
<worn on body>       a warsuit of jade wyrmscale (glowing)
<worn about body>    the robes of the maelstrom
<worn on back>       a weathered cast net
<worn as quiver>     a well-crafted pouch of spidersilk
<worn about waist>   the threads of astral projection (glowing)
<worn on belt buckle>the codex of the muse of dreams (magic) [62%]
<attached to belt>   a lavishly plumed quill pen
<worn on arms>       some sleeves of stretched drow-skin
<held as shield>     a well-polished mithril body shield [superior]
<worn around wrist>  a bracelet exclusive to the Llewyrr (magic)
<worn around wrist>  a bracelet of influence (magic) [62%]
<worn on hands>      the gloves of the adept (magic) [73%]
<worn on finger>     a ring of shimmering faerie fire [poor] (glowing)
<worn on finger>     a ring of absorption [superior] (magic)
<worn on feet>       a pair of bronze-plated traveling boots [superior] (magic)

The item is able to float on water.
You mystically sense that this item will affect your AC by -18.
This item also affects your:
  MOVE by +9
A light chitin bracer from the Hall of Knighthood has an item value of 103.

< 433h/433H 188v/188V Pos: standing >

< 433h/433H 188v/188V Pos: standing >
You sit down and relax.

< 433h/433H 188v/188V Pos: sitting >
You have memorized the following spells:
(11th circle)  1 - conjure greater elemental
               1 - prismatic cube
(10th circle)  2 - group stone skin
               1 - air form
               1 - transmute water to air
( 9th circle)  1 - relocate
               1 - gate
               2 - electrical execution
( 8th circle)  1 - disintegrate
               1 - globe of invulnerability
               1 - improved invisibility
( 7th circle)  2 - dimension door
               4 - cyclone
( 6th circle)  2 - teleport
               4 - stone skin
( 5th circle)  3 - conjure elemental
               4 - wall of stone
( 4th circle)  1 - enchant weapon
               3 - lightning bolt
               1 - infravision
               3 - wall of force
               1 - reveal true name
( 3rd circle)  5 - shocking grasp
               1 - strength
               3 - dispel magic
               1 - agility
( 2nd circle)  3 - burning hands
               3 - chill touch
               3 - sleep
               2 - mirror image
( 1st circle)  3 - minor creation
               8 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) ethereal recharge
    6 seconds:  ( 8th) ethereal recharge
    8 seconds:  ( 6th) stone skin
   11 seconds:  ( 9th) electrical execution
   14 seconds:  ( 5th) identify

You can memorize no more spells.
You continue your study.

< 433h/433H 188v/188V Pos: sitting >
You start meditating...

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing ethereal recharge.

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing ethereal recharge.

< 433h/433H 188v/188V Pos: sitting >

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing stone skin.

< 433h/433H 188v/188V Pos: sitting >

< 433h/433H 188v/188V Pos: sitting >

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing electrical execution.

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing identify.
Your studies are complete.

< 433h/433H 188v/188V Pos: sitting >
You clamber to your feet.

< 433h/433H 188v/188V Pos: standing >
You start chanting...

< 433h/433H 188v/188V Pos: standing >
Casting: conjure greater elemental **

< 433h/433H 188v/188V Pos: standing >

< 433h/433H 188v/188V Pos: standing >
Casting: conjure greater elemental *

< 433h/433H 188v/188V Pos: standing >
You complete your spell...
A HUGE gust of wind solidifies into an air sylph.
An air sylph starts following you.
An air sylph says 'I shall serve you for a short time Krey!'

< 433h/433H 188v/188V Pos: standing >

< 433h/433H 188v/188V Pos: standing >
You sit down and relax.

< 433h/433H 188v/188V Pos: sitting >
You have memorized the following spells:
(11th circle)  1 - prismatic cube
(10th circle)  2 - group stone skin
               1 - air form
               1 - transmute water to air
( 9th circle)  1 - relocate
               1 - gate
               3 - electrical execution
( 8th circle)  1 - disintegrate
               1 - globe of invulnerability
               1 - improved invisibility
               2 - ethereal recharge
( 7th circle)  2 - dimension door
               4 - cyclone
( 6th circle)  2 - teleport
               5 - stone skin
( 5th circle)  1 - identify
               3 - conjure elemental
               4 - wall of stone
( 4th circle)  1 - enchant weapon
               3 - lightning bolt
               1 - infravision
               3 - wall of force
               1 - reveal true name
( 3rd circle)  5 - shocking grasp
               1 - strength
               3 - dispel magic
               1 - agility
( 2nd circle)  3 - burning hands
               3 - chill touch
               3 - sleep
               2 - mirror image
( 1st circle)  3 - minor creation
               8 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
    3 seconds:  (11th) conjure greater elemental

You can memorize no more spells.
You continue your study.

< 433h/433H 188v/188V Pos: sitting >
You start meditating...

< 433h/433H 188v/188V Pos: sitting >
You have finished memorizing conjure greater elemental.
Your studies are complete.

< 433h/433H 188v/188V Pos: sitting >
You clamber to your feet.

< 433h/433H 188v/188V Pos: standing >
You start chanting...

< 433h/433H 188v/188V Pos: standing >
Casting: conjure greater elemental **

< 433h/433H 188v/188V Pos: standing >
Casting: conjure greater elemental *

< 433h/433H 188v/188V Pos: standing >
You complete your spell...
A HUGE gust of wind solidifies into a powerful djinni.
A powerful djinni starts following you.
A powerful djinni says 'I shall serve you for a short time Krey!'

< 433h/433H 188v/188V Pos: standing >
You are using:
<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik (magic)
<worn on head>       a relic crown of impunity [poor]
<worn on eyes>       a pair of goggles of faerie sight (magic) [68%]
<worn in ear>        a tiny seashell [poor] (invis) (magic)
<worn in ear>        a tiny endurium earring [poor] made by Acho (magic) [72%]
<worn on face>       mask of battles past [superior]
<worn around neck>   a silvery necklace with an obsidian pendant [poor] (glowing)
<worn around neck>   a golden necklace of the gypsy king (glowing)
<worn on body>       a warsuit of jade wyrmscale (glowing)
<worn about body>    the robes of the maelstrom
<worn on back>       a weathered cast net
<worn as quiver>     a well-crafted pouch of spidersilk
<worn about waist>   the threads of astral projection (glowing)
<worn on belt buckle>the codex of the muse of dreams (magic) [62%]
<attached to belt>   a lavishly plumed quill pen
<worn on arms>       some sleeves of stretched drow-skin
<held as shield>     a well-polished mithril body shield [superior]
<worn around wrist>  a bracelet exclusive to the Llewyrr (magic)
<worn around wrist>  a bracelet of influence (magic) [62%]
<worn on hands>      the gloves of the adept (magic) [73%]
<worn on finger>     a ring of shimmering faerie fire [poor] (glowing)
<worn on finger>     a ring of absorption [superior] (magic)
<primary weapon>     a musical dagger [poor]
<worn on legs>       some frost-rimed dragonscale leg plates
<worn on feet>       a pair of bronze-plated traveling boots [superior] (magic)

< 433h/433H 188v/188V Pos: standing >

< 433h/433H 188v/188V Pos: standing >
You start chanting...

< 433h/433H 188v/188V Pos: standing >
You complete your spell...
A powerful djinni's flesh melds with conjured rocks, turning it to stone.

< 433h/433H 188v/188V Pos: standing >
Sorcerer Room
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
The corpse of crysanthis, Angel of Paladins is lying here.
The corpse of maxwell is lying here.
The corpse of maxwells apprentice is lying here.
The corpse of zephron is lying here.
The corpse of zyla the Summoner is lying here.
The corpse of deathor is lying here.
*A vaguely humanoid shape surrounded by fierce winds stands here. (minion) 
*A small tornado buzzling with life spins around here. (minion) 
*A vaguely humanoid shape surrounded by fierce winds stands here. (minion) 

< 433h/433H 188v/188V Pos: standing >
The door is open.
You see a door.
You extend your sights westward.
Pathway to the Room of Convergence
   This is the final resting area of the knight's test. The room, like the
other resting rooms, has a table and chair to relax in after a rough battle. It
smells musty and some residue of stone chips cover the floor. A small fountain
magically begins to start running. Small mushrooms suddenly appear on the
ground. They look tasty. There is a sign on the western door. There is a
door to the east.
Obvious exits: -East  -West 
The corpse of belthazor, Demon of Anti-Paladins is lying here.
The corpse of yani, Lord of Necromancers is lying here.
The corpse of jasmine, the Lady of Druids is lying here.
The corpse of lamor, the Drow Ghost King is lying here.
The corpse of yoo, the High Spirit of Shamans is lying here.
The corpse of asmuth, the Spirit of All Evil Clerics is lying here.
The corpse of butchelne, Lord of Mercenaries is lying here.
The corpse of arthel, Lord of Assassins is lying here.
The corpse of a Troll is lying here.
The corpse of basanti, Master of Sorcerers is lying here.
A small spout of water flows over some rocks here.

< 433h/433H 188v/188V Pos: standing >
A powerful djinni is now a member of your group.
An air sylph is now a member of your group.
A powerful djinni is now a member of your group.

< 433h/433H 188v/188V Pos: standing >
Sorcerer Room
Obvious exits: -East  -West 
A few drops of fresh blood are scattered around the area.
The corpse of crysanthis, Angel of Paladins is lying here.
The corpse of maxwell is lying here.
The corpse of maxwells apprentice is lying here.
The corpse of zephron is lying here.
The corpse of zyla the Summoner is lying here.
The corpse of deathor is lying here.
*A vaguely humanoid shape surrounded by fierce winds stands here. (minion) 
*A small tornado buzzling with life spins around here. (minion) 
*A vaguely humanoid shape surrounded by fierce winds stands here. (minion) 

< 433h/433H 188v/188V Pos: standing >
Pathway to the Room of Convergence
   This is the final resting area of the knight's test. The room, like the
other resting rooms, has a table and chair to relax in after a rough battle. It
smells musty and some residue of stone chips cover the floor. A small fountain
magically begins to start running. Small mushrooms suddenly appear on the
ground. They look tasty. There is a sign on the western door. There is a
door to the east.
An unnatural darkness fills this area.
Obvious exits: -East  -West 
The corpse of belthazor, Demon of Anti-Paladins is lying here.
The corpse of yani, Lord of Necromancers is lying here.
The corpse of jasmine, the Lady of Druids is lying here.
The corpse of lamor, the Drow Ghost King is lying here.
The corpse of yoo, the High Spirit of Shamans is lying here.
The corpse of asmuth, the Spirit of All Evil Clerics is lying here.
The corpse of butchelne, Lord of Mercenaries is lying here.
The corpse of arthel, Lord of Assassins is lying here.
The corpse of a Troll is lying here.
The corpse of basanti, Master of Sorcerers is lying here.
A small spout of water flows over some rocks here.
A powerful djinni enters from the east.
An air sylph enters from the east.
A powerful djinni enters from the east.

< 433h/433H 187v/188V Pos: standing >
The door is open.
You see a door.
You extend your sights westward.
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
An unnatural darkness fills this area.
Obvious exits: -East  -West #
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers, sits here meditating.(Red Aura)
Ferron, Lord of Rangers, looks at others with a keen eye.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors, has his arms outstretched.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 187v/188V Pos: standing >
You give an air sylph an order.
An air sylph leaves west.

< 433h/433H 187v/188V Pos: standing >
The door is open.
You see a door.
You extend your sights westward.
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
An unnatural darkness fills this area.
Obvious exits: -East  -West #
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
An air sylph stands in mid-air here, fighting Ferron, Lord of Rangers. (Minion) 
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers, sits here meditating.(Red Aura)
Ferron, Lord of Rangers stands in mid-air here, fighting an air sylph.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors, has his arms outstretched.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 187v/188V Pos: standing >
The door is open.
You see a door.
You extend your sights westward.
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
An unnatural darkness fills this area.
Obvious exits: -East  -West #
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
An air sylph stands in mid-air here, fighting Ferron, Lord of Rangers. (Minion) 
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers stands in mid-air here, fighting an air sylph.(Red Aura)
Ferron, Lord of Rangers stands in mid-air here, fighting an air sylph.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors stands in mid-air here, fighting an air sylph.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 187v/188V Pos: standing >
Ok.
A powerful djinni leaves west.
A powerful djinni leaves west.

< 433h/433H 188v/188V Pos: standing >
Pathway to the Room of Convergence
Obvious exits: -East  -West 
The corpse of belthazor, Demon of Anti-Paladins is lying here.
The corpse of yani, Lord of Necromancers is lying here.
The corpse of jasmine, the Lady of Druids is lying here.
The corpse of lamor, the Drow Ghost King is lying here.
The corpse of yoo, the High Spirit of Shamans is lying here.
The corpse of asmuth, the Spirit of All Evil Clerics is lying here.
The corpse of butchelne, Lord of Mercenaries is lying here.
The corpse of arthel, Lord of Assassins is lying here.
The corpse of a Troll is lying here.
The corpse of basanti, Master of Sorcerers is lying here.
A small spout of water flows over some rocks here.

< 433h/433H 188v/188V Pos: standing >
Colorful rays of light streak throughout the sky!

< 433h/433H 188v/188V Pos: standing >
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
Obvious exits: -East  -West #
Puddles of fresh blood cover the ground.
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
A vaguely humanoid shape surrounded by fierce winds stands here. (minion) 
*A powerful djinni stands in mid-air here, fighting Bealwiz, Master of Conjurers. (Minion) 
An air sylph stands in mid-air here, fighting Ferron, Lord of Rangers. (Minion) 
A LARGE water elemental stands in mid-air here, fighting an air sylph.
A LARGE earth elemental stands in mid-air here, fighting an air sylph.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers stands in mid-air here, fighting an air sylph.(Red Aura)
Ferron, Lord of Rangers stands in mid-air here, fighting an air sylph.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors stands in mid-air here, fighting an air sylph.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 187v/188V Pos: standing >
Bealwiz, Master of Conjurers misses an air sylph.
Bealwiz, Master of Conjurers's fine punch strikes an air sylph very hard.
Bealwiz, Master of Conjurers starts casting an offensive spell.
A powerful djinni suddenly attacks Bealwiz, Master of Conjurers!
A powerful djinni's crude crush grazes Bealwiz, Master of Conjurers.
A powerful djinni shivers as it hits Bealwiz, Master of Conjurers.

< 433h/433H 187v/188V Pos: standing >
Ok.
Fistor, Spirit of All Berserkers suddenly attacks YOU!
Fistor, Spirit of All Berserkers's powerful slash strikes you.

< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 Breelix, Lord of Thieves suddenly attacks YOU!
Breelix, Lord of Thieves misses you.
A LARGE water elemental misses an air sylph.
A LARGE water elemental's decent crush strikes an air sylph.
A LARGE water elemental's decent crush strikes an air sylph.

< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 An air sylph dodges Bearax, Lord of Warriors's attack.
Bearax, Lord of Warriors's impressive crush seriously wounds an air sylph.
Bearax, Lord of Warriors's powerful crush enshrouds an air sylph in a mist of blood.

< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 Fistor, Spirit of All Berserkers fills with a SURGE of BLoOdLuST! ROARRRRRRRR!!!


< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 A powerful djinni snaps into visibility.
A powerful djinni's crude crush grazes Bealwiz, Master of Conjurers.
A powerful djinni shivers as it hits Bealwiz, Master of Conjurers.
A powerful djinni's crude crush grazes Bealwiz, Master of Conjurers.
A powerful djinni shivers as it hits Bealwiz, Master of Conjurers.
A powerful djinni's crude crush grazes Bealwiz, Master of Conjurers.
A powerful djinni shivers as it hits Bealwiz, Master of Conjurers.
A powerful djinni misses Bealwiz, Master of Conjurers.
A powerful djinni misses Bealwiz, Master of Conjurers.

< 410h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC:few scratches E: fistor sta EP: excellent >
 Fistor, Spirit of All Berserkers's slash strikes you.
Fistor, Spirit of All Berserkers's powerful slash strikes you.
You dodge Fistor, Spirit of All Berserkers's vicious attack.
Fistor, Spirit of All Berserkers's powerful slash strikes you.
A LARGE earth elemental's crush strikes an air sylph hard.
A LARGE earth elemental's decent crush strikes an air sylph very hard.
A LARGE earth elemental's decent crush strikes an air sylph very hard.

< 335h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: small wounds E: fistor sta EP: excellent >
 Bealwiz, Master of Conjurers completes his spell...
Bealwiz, Master of Conjurers utters the words 'sfugwahuq gsfal'
Bealwiz, Master of Conjurers sends a orange shaft of light streaking towards YOU!
OUCH!  That really did HURT!
Bealwiz, Master of Conjurers sends a green shaft of light streaking towards a powerful djinni!
A powerful djinni shivers slightly.
Bealwiz, Master of Conjurers sends a green shaft of light streaking towards a powerful djinni!
Bealwiz, Master of Conjurers sends a indigo shaft of light streaking towards a powerful djinni!
A powerful djinni looks _really_ dumb.
Bealwiz, Master of Conjurers's spell flows around an air sylph, leaving it unharmed!
Bealwiz, Master of Conjurers sends a violet shaft of light streaking towards an air sylph!
Bealwiz, Master of Conjurers tries to dispel an air sylph's magic!
And fails miserably...
That's tough to do in battle, but still you try...

< 280h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: few wounds E: fistor sta EP: excellent >
 That's tough to do in battle, but still you try...

< 280h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: few wounds E: fistor sta EP: excellent >
 An air sylph snaps into visibility.
An air sylph's crude crush grazes Ferron, Lord of Rangers.
An air sylph's crush grazes Ferron, Lord of Rangers.
An air sylph's crude crush grazes Ferron, Lord of Rangers.
An air sylph's crude crush grazes Ferron, Lord of Rangers.
That's tough to do in battle, but still you try...

< 280h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: few wounds E: fistor sta EP: excellent >
 That's tough to do in battle, but still you try...

< 280h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: few wounds E: fistor sta EP: excellent >
 It's already open!

< 280h/433H 187v/188V Pos: standing >
< T: Krey TP: sta TC: few wounds E: fistor sta EP: excellent >
 Ferron, Lord of Rangers's fine punch causes an air sylph to grimace in pain.
Ferron, Lord of Rangers misses an air sylph.
Ferron, Lord of Rangers's decent punch critically injures an air sylph.
An air sylph is mortally wounded, and will die soon, if not aided.
Ferron, Lord of Rangers suddenly attacks an air sylph!
Ferron, Lord of Rangers's punch hits an air sylph.
An air sylph is dead! R.I.P.
A look of horror and a silent scream are an air sylph's last actions in this world.
An air sylph vanishes into thin air.
An air sylph stops following you.
an air sylph is no longer in your group.
You attempt to flee...
Pathway to the Room of Convergence
   This is the final resting area of the knight's test. The room, like the
other resting rooms, has a table and chair to relax in after a rough battle. It
smells musty and some residue of stone chips cover the floor. A small fountain
magically begins to start running. Small mushrooms suddenly appear on the
ground. They look tasty. There is a sign on the western door. There is a
door to the east.
An unnatural darkness fills this area.
Obvious exits: -East  -West 
The corpse of belthazor, Demon of Anti-Paladins is lying here.
The corpse of yani, Lord of Necromancers is lying here.
The corpse of jasmine, the Lady of Druids is lying here.
The corpse of lamor, the Drow Ghost King is lying here.
The corpse of yoo, the High Spirit of Shamans is lying here.
The corpse of asmuth, the Spirit of All Evil Clerics is lying here.
The corpse of butchelne, Lord of Mercenaries is lying here.
The corpse of arthel, Lord of Assassins is lying here.
The corpse of a Troll is lying here.
The corpse of basanti, Master of Sorcerers is lying here.
A small spout of water flows over some rocks here.
You flee eastward!

< 280h/433H 156v/188V Pos: standing >
You start chanting...

< 280h/433H 158v/188V Pos: standing >
Colorful rays of light streak throughout the sky!

< 280h/433H 159v/188V Pos: standing >
You complete your spell...
You feel ethereal power recharge you!

< 432h/433H 159v/188V Pos: standing >
You start chanting...

< 432h/433H 160v/188V Pos: standing >
You complete your spell...
You feel ethereal power recharge you!

< 433h/433H 162v/188V Pos: standing >
The door is open.
You see a door.
You extend your sights westward.
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
An unnatural darkness fills this area.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
A powerful djinni stands in mid-air here, fighting Bealwiz, Master of Conjurers. (Minion) 
A powerful djinni stands in mid-air here, fighting a LARGE earth elemental. (Minion) 
A LARGE water elemental stands in mid-air here, fighting a powerful djinni.
A LARGE earth elemental stands in mid-air here, fighting a powerful djinni.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers stands in mid-air here, fighting a powerful djinni. (Casting) (Red Aura)
Ferron, Lord of Rangers stands in mid-air here, fighting a powerful djinni.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors, has his arms outstretched.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 163v/188V Pos: standing >
Colorful rays of light streak throughout the sky!

< 433h/433H 164v/188V Pos: standing >
Saving Krey.

< 433h/433H 165v/188V Pos: standing >
Room of Convergence
   As soon as one puts their foot through the door, they can see that no
floor, wall, or ceiling exists in this room! It is as though one were in the
sky at nighttime. Stars and universes glitter with brightness. A sun is
active with several planets circling it. Many plasma formations and nebulas
are also scattered about the stars. The room has a certain completeness to
it. The universe does not feel as though it were a bunch of scattered stars
and galaxies...but as one thing...one being. Within the active sun, a black
door is barely visible. There are no exits other than this door.
Obvious exits: -East  -West 
Puddles of fresh blood cover the ground.
The corpse of a Githyanki is lying here.
[2] The magical katana 'Retribution' has been mistakenly dropped. (magic)
A rather large leather backpack lies here. [89%]
A gigantic hammer rests here, crackling with lightning. (magic) (glowing)
A thick bracelet of pure adamantium sparkles on the ground. (magic) (illuminating)
Some templered mithril arm plates have been left here. (magic) [88%]
Some tempered mithril boots have been left here. (magic)
Some tempered mithril leg plates have been left here. (magic)
A tempered mithril helmet has been left here. (magic)
A tempered mithril breastplate has been left here. (magic) [80%]
A large mithril torque glitters on the ground. [84%]
The orb of fear lies here. (magic) (illuminating)
A powerful djinni stands in mid-air here, fighting Bealwiz, Master of Conjurers. (Minion) 
A powerful djinni stands in mid-air here, fighting a LARGE earth elemental. (Minion) 
A LARGE water elemental stands in mid-air here, fighting a powerful djinni.
A LARGE earth elemental stands in mid-air here, fighting a powerful djinni.
*A LARGE air elemental is here looking like a small living tornado.
Fistor, Spirit of All Berserkers, is in a mad rage.(Red Aura)
Bealwiz, Master of Conjurers stands in mid-air here, fighting a powerful djinni. (Casting) (Red Aura)
Ferron, Lord of Rangers stands in mid-air here, fighting a powerful djinni.(Gold Aura)
Tiarra, Lord of Bards, stands here playing her lute.(Red Aura)
Bearax, Lord of Warriors sits in mid-air here.(Gold Aura)
Breelix, Lord of Thieves, waits for the chance to kill!

< 433h/433H 165v/188V Pos: standing >
The Staff of Life
   Again, there are no ceilings, floors, or walls in this room. There is
just blinding, searing bright light. One may have to cover their eyes to
adjust to the light. To the west, a small cloud hovers under the light. A
shimmering door lies west!
Obvious exits: -East  -West 
An enormous rune-covered monolith stands omniously here. (magic)
A magical fountain bubbles here. (magic) (glowing)

< 433h/433H 164v/188V Pos: standing >
Cave Entrance
   There is a cave here with a wooden door latched to it. The cave door has a
symbol painted on it, bearing a cross and sword. The door has no key hole,
which is odd. Just about anybody could wander in-- unless whatever was in
inside would be unhealthy for the unworthy adventurer. Some shrubbery grow to
the side of the cave. There are no exits from here unless one intends to enter
the cave, or go back from whence they came. An inscription glows under the
symbol on the door.
Obvious exits: -North -South
[2] An obsidian and steel longsword lies here.
An obsidian and steel cuirass lies here.
[4] A pair of obsidian and steel gauntlets lies here.
[4] An obsidian and steel helm lies here.
*A rakshasa guard is standing here, busy with his own matters.(Gold Aura)

< 433h/433H 163v/188V Pos: standing >
A rakshasa guard sits down in a comfortable spot.

< 433h/433H 164v/188V Pos: standing >
A rakshasa guard opens an arcane spellbook covered with runes and begins studying it intently.

< 433h/433H 164v/188V Pos: standing >
A rakshasa guard closes his book and smiles broadly.

< 433h/433H 166v/188V Pos: standing >
 
              
     M        
   MSM^       
  MM^^@M      
 MMMMMMM      
 MMMMMMMMM    
  M  MMMMMM   
Along the Path to Knighthood
Obvious exits: -North -East  -South -West 

< 433h/433H 166v/188V Pos: standing >
 
              
      M       
    MSM^      
   MM^@^M     
 MMMMMMMM     
 MMMMMMMMMM   
  MM  MMMMM   
Along the Path to Knighthood
Obvious exits: -North -East  -South -West 

< 433h/433H 167v/188V Pos: standing >
 
              
       M      
     MSM^     
    MM@^^M    
  MMMMMMMM    
 MMMMMMMMMMM  
  MMM  MMMM   
Along the Path to Knighthood
Obvious exits: -North -East  -South -West 

< 433h/433H 165v/188V Pos: standing >
 
              
      M       
    MSM^      
   MM^@^M     
 MMMMMMMM     
 MMMMMMMMMM   
  MM  MMMMM   
Along the Path to Knighthood
Obvious exits: -North -East  -South -West 

< 433h/433H 164v/188V Pos: standing >
 
              
     M        
   MSM^       
  MM^^@M      
 MMMMMMM      
 MMMMMMMMM    
  M  MMMMMM   
Along the Path to Knighthood
Obvious exits: -North -East  -South -West 
*A rakshasa guard is standing here, busy with his own matters.(Gold Aura)

< 433h/433H 162v/188V Pos: standing >
A rakshasa guard snaps into visibility.
A rakshasa guard dances an amazing maneuver in battle, tripping you.

< 433h/433H 162v/188V Pos: on your ass >
< T: Krey TP: ass TC:excellent E: a rakshasa guard sta EP: excellent >
 A rakshasa guard's fine pierce wounds you.
A rakshasa guard's impressive pierce wounds you.
A rakshasa guard's fine pierce wounds you.
A rakshasa guard's pierce wounds you.
...Suddenly, a rakshasa guard is engulfed in a swwirling tornado of wind... Sweeping them from battle!
...Suddenly, a rakshasa guard is engulfed in a swwirling tornado of wind... Sweeping them from battle!

< 392h/433H 163v/188V Pos: on your ass >
A Githzerai snaps into visibility.

< 392h/433H 166v/188V Pos: on your ass >
A Halfling starts casting an offensive spell called 'greater spirit anguish'.
A Halfling snaps into visibility.

< 392h/433H 167v/188V Pos: on your ass >
A rakshasa guard snaps into visibility.
Before you can react a rakshasa guard suddenly lashes at you.
OUCH!  That really did HURT!
Out of nowhere, a rakshasa guard stabs you in the back.
OUCH!  That really did HURT!
A Halfling completes his spell...
A Halfling utters the words 'ofzahzf gsufuh aiojugp'
A Halfling points at you.
A Halfling's spiritual assault devastates you, causing you to SCREAM in utter anguish!
YIKES!  Another hit like that, and you've had it!!
Your will to live wavers! You feel yourself slowing down.
A Githzerai wills the flames of the abyss to overwhelm and consume thier foe...
You scream in agony as searing heat ignites and bursts into flames within your body.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
A Githzerai snaps into visibility.
Your musical dagger [poor] shattered in bits as the tortured body spasms and quivers!
Your some frost-rimed dragonscale leg plates shattered in bits as the tortured body spasms and quivers!