The death of [51 Dark Dreamer] Guidr -*- Night Raven Watch -*- (Shade)

in The Great Choke of the Cavern Shizmaah

from the perspective of [50 Dark Dreamer] Tobe *-* The Veterans of Bloodlust *-* (Shade)

<worn as a badge>    an emblem of Shanatar royalty [superior] (magic) [75%]
<worn on head>       the turban of power [poor] (magic) [87%]
<worn on eyes>       a slimy aboleth eye [poor] (magic) (glowing) (humming)
<worn in ear>        a brightly flaming earring
<worn in ear>        a delicate nipple ring (magic) (glowing)
<worn on face>       a horned ritualistic mask of Moregeeth (magic) (glowing)
<worn around neck>   a holy symbol of the Ravenkind (magic) (glowing)
<worn around neck>   an amulet of chaos [poor]
<worn on body>       a suit of flame-wreathed platemail [superior]
<worn about body>    a dark-blue robe of stars and moons [superior] (magic) (humming) [85%]
<worn on back>       a large leather backpack
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* (magic) (glowing)
<worn about waist>   a transparent ectoplasmatic belt [superior] (invis)
<worn on belt buckle>a glowing white pearl (glowing)
<attached to belt>   a hide-bound spellbook with a glowing Alatorin insignia (magic) (glowing)
<worn on arms>       some slime-covered aboleth skin [superior] (magic) (glowing)
<worn around wrist>  a bracelet of dracolich hide (magic) (humming) [36%]
<worn around wrist>  a silver charm bracelet of dexterity (magic) (glowing)
<worn on hands>      the gloves of magic fingertips [superior] (magic)
<worn on finger>     an enchanted ring of balor bone [poor]
<worn on finger>     an enchanted ring of balor bone
<held>               a swirling staff of air conjuration (magic) (glowing)[225h 3m 12s]
<held>               a gnomish explosive-launcher prototype
<worn on legs>       the elven chainmail leggings of speed of strength (magic)
<worn on feet>       a pair of clawed demon-hide moccasins

 
   ^^.      **    
  ^^.       .**   
 ^..       .****  
 ..        *****  
 .      @......^  
 .     ^....^^^^  
     .....^^^^^^  
     .^^^^^^MMM   
   ..^^^^MMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 655h/678H 83v/120V Pos: standing >
 
   .^^.      *    
  ^^^.       .*   
 ^^..       .***  
 ^..        ****  
 ^.     @.......  
 ..     ^....^^^  
 .    .....^^^^^  
      .^^^^^^MM   
    ..^^^^MMMM    
The Frozen Lake of Olystra
Obvious exits: -N -E -W

< 655h/678H 82v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 655h/678H 82v/120V Pos: standing >
 
   ^^.      **    
  ^^.       .**   
 ^..       .****  
 ..        *****  
 .      @......^  
 .     ^....^^^^  
     .....^^^^^^  
     .^^^^^^MMM   
   ..^^^^MMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 655h/678H 81v/120V Pos: standing >
 
   ^.       .*    
  ..       .***   
 ..        *****  
 .      .......^  
 .     ^@...^^^^  
     .....^^^^^^  
     .^^^^^^MMMM  
   ..^^^^MMMMMM   
   .^^^MMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S

< 655h/678H 79v/120V Pos: standing >
 
   .       .**    
  .        ****   
 .      .......^  
 .     ^....^^^^  
     ...@.^^^^^^  
     .^^^^^^MMMM  
   ..^^^^MMMMMMM  
  ..^^^MMMMMMMM   
   .^^MMMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 655h/678H 78v/120V Pos: standing >
 
   ..       .*    
  ..        ***   
 ^.      .......  
 ..     ^....^^^  
 .    ..@..^^^^^  
 .    .^^^^^^MMM  
 .  ..^^^^MMMMMM  
  ...^^^MMMMMMM   
   ^.^^MMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 656h/678H 76v/120V Pos: standing >
An Snowy Footpath
Obvious exits: -N -S
A frozen berry bush is here partially covered with snow.

< 656h/678H 75v/120V Pos: standing >
You quickly scan the area.
A water elemental who is not far off to your north.
An earth elemental who is not far off to your north.
An air elemental who is not far off to your north.
Wyrina who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.

< 656h/678H 75v/120V Pos: standing >
You quickly scan the area.
A water elemental who is not far off to your north.
An earth elemental who is not far off to your north.
An air elemental who is not far off to your north.
Wyrina who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.

< 656h/678H 77v/120V Pos: standing >
You quickly scan the area.
A water elemental who is not far off to your north.
An earth elemental who is not far off to your north.
An air elemental who is not far off to your north.
Wyrina who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.

< 656h/678H 78v/120V Pos: standing >
You quickly scan the area.
A water elemental who is not far off to your north.
An earth elemental who is not far off to your north.
An air elemental who is not far off to your north.
Wyrina who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.
A beautiful cleric who is not far off to your north.
An elite guard who is not far off to your north.

< 656h/678H 78v/120V Pos: standing >

< 657h/678H 84v/120V Pos: standing >
You sit down and relax.

< 657h/678H 87v/120V Pos: sitting >
You have memorized the following spells:
(10th circle)  2 - clone form
( 9th circle)  4 - asphyxiate
               1 - dream travel
( 8th circle)  1 - mask
               2 - vanish
               1 - shadow merging
( 7th circle)  6 - hammer
( 6th circle)  2 - stunning visions
               4 - reflection
( 5th circle)  2 - illusionary wall
               3 - shadow travel
( 4th circle)  3 - sleep
               1 - infravision
               5 - insects
( 3rd circle)  4 - blindness
               5 - shadow monster
( 2nd circle)  4 - burning hands
               1 - continual light
               4 - dispel magic
               1 - darkness
( 1st circle)  1 - minor creation
              10 - magic missile

And you are currently memorizing the following spells:
    1 seconds:  ( 6th) reflection
    3 seconds:  (10th) gate to ardgral
    5 seconds:  (10th) gate to ardgral
    7 seconds:  ( 8th) shadow shield
    8 seconds:  ( 5th) shadow travel
   10 seconds:  ( 5th) shadow travel
   11 seconds:  ( 5th) shadow travel

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

< 657h/678H 87v/120V Pos: sitting >
You start meditating...

< 657h/678H 88v/120V Pos: sitting >
You have finished memorizing reflection.

< 657h/678H 91v/120V Pos: sitting >
You have finished memorizing gate to ardgral.

< 658h/678H 96v/120V Pos: sitting >
You have finished memorizing gate to ardgral.

< 658h/678H 100v/120V Pos: sitting >
You have finished memorizing shadow shield.

< 658h/678H 103v/120V Pos: sitting >
You have finished memorizing shadow travel.

< 658h/678H 107v/120V Pos: sitting >
You have finished memorizing shadow travel.

< 658h/678H 110v/120V Pos: sitting >
You have finished memorizing shadow travel.
Your studies are complete.

< 659h/678H 113v/120V Pos: sitting >
You clamber to your feet.

< 659h/678H 114v/120V Pos: standing >

< 659h/678H 118v/120V Pos: standing >
You start chanting...

< 659h/678H 118v/120V Pos: standing >
The sun rises over the northern horizon.

< 659h/678H 119v/120V Pos: standing >
You complete your spell...
You completely vanish.

< 659h/678H 120v/120V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 665h/678H 120v/120V Pos: standing >
 
   ..       .*    
  ..        ***   
 ^.      .......  
 ..     ^....^^^  
 .    ..@..^^^^^  
 .    .^^^^^^MMM  
 .  ..^^^^MMMMMM  
  ...^^^MMMMMMM   
   ^.^^MMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 673h/678H 118v/120V Pos: standing >
 
   .       .**    
  .        ****   
 .      .......^  
 .     ^....^^^^  
     ...@.^^^^^^  
     .^^^^^^MMMM  
   ..^^^^MMMMMMM  
  ..^^^MMMMMMMM   
   .^^MMMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 673h/678H 116v/120V Pos: standing >
 
          .***    
          *****   
       .......^^  
      ^....^^^^^  
    ....@^^^^^^^  
    .^^^^^^MMMMM  
  ..^^^^MMMMMMMM  
  .^^^MMMMMMMMM   
   ^^MMMMMMMMM    
The Frozen Grassland of the Northern Tundra
Obvious exits: -N -E -S -W

< 673h/678H 114v/120V Pos: standing >
 
         .****    
         ******   
      .......^^^  
     ^....^^^^^^  
   .....@^^^^^^M  
   .^^^^^^MMMMMM  
 ..^^^^MMMMMMMMM  
  ^^^MMMMMMMMMM   
   ^MMMMMMMMMM    
The Rollings Hills of the Northern Tundra
Obvious exits: -N -E -S -W

< 673h/678H 112v/120V Pos: standing >
 
        .*****    
        *******   
     .......^^^^  
    ^....^^^^^^^  
  .....^@^^^^^MM  
  .^^^^^^MMMMMMM  
 .^^^^MMMMMMMMMM  
  ^^MMMMMMMMMMM   
   MMMMMMMMMMM    
The Rollings Hills of the Northern Tundra
Obvious exits: -N -E -S -W

< 673h/678H 110v/120V Pos: standing >
You start chanting...

< 674h/678H 111v/120V Pos: standing >
Casting: gate to ardgral *

< 674h/678H 113v/120V Pos: standing >
You complete your spell...
The winds of thought collect your dreams and then quickly condense into a swirling gateway.

< 674h/678H 116v/120V Pos: standing >
The day has begun.

< 674h/678H 117v/120V Pos: standing >

< 674h/678H 119v/120V Pos: standing >
As you step into the gateway, there is a blinding flash of light!
You are ripped through a dark and star-filled void, pain sears through
Your body!  When you again open your eyes, you are elsewhere...
Ard'gral the Quasi-Elemental Plane of Dreams
Obvious exits: -N -E -S -W
A large rift in the mist is here.

< 657h/678H 120v/120V Pos: standing >

< 658h/678H 120v/120V Pos: standing >
As you step into the rift, there is a blinding flash of light!
You are ripped through a dark and star-filled void, pain sears through
Your body!  When you again open your eyes, you are elsewhere...
The Killing Fields
Obvious exits: -N -E -S -W

< 658h/678H 120v/120V Pos: standing >
You start chanting...

< 659h/678H 120v/120V Pos: standing >
You complete your spell...
You become one with the shadows and silently slip away.
You re-emerge from the shadows.
 
   ^MM^^....^M    
   ^MM......^MM   
    M^^^.....^MM  
   MM^.m....^^MM  
   MM^^.@......M  
  ^MM^....^.....  
 ^MM^^^.........  
  MM^..........   
   M.......^..    
Burnt Plains of a Fallen Realm
Obvious exits: -N -E -S -W
(Q)Azikarzith the DemiLich floats through here, observing the Isle of Death.(Red Aura)

< 659h/678H 120v/120V Pos: standing >
You start chanting...

< 659h/678H 120v/120V Pos: standing >
You complete your spell...
You become one with the shadows and silently slip away.
You re-emerge from the shadows.
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
(Q)Archazel, head guard of the choke protects it from the terrors to the west.(Red Aura)

< 659h/678H 120v/120V Pos: standing >

< 660h/678H 120v/120V Pos: standing >

< 661h/678H 120v/120V Pos: standing >
An odd looking shadow silently arrives and slowly forms into a Shade.

< 661h/678H 120v/120V Pos: standing >
A Shade leaves east.

< 661h/678H 120v/120V Pos: standing >
You feel like a potion could do you good once again.

< 661h/678H 120v/120V Pos: standing >

< 661h/678H 120v/120V Pos: standing >

< 662h/678H 120v/120V Pos: standing >

< 662h/678H 120v/120V Pos: standing >

< 662h/678H 120v/120V Pos: standing >
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
(Q)Archazel, head guard of the choke protects it from the terrors to the west.(Red Aura)

< 662h/678H 120v/120V Pos: standing >
You quickly scan the area.
A pale ghoul who is close by to your east.
A groaning zombie who is close by to your east.
The shade of a nereid who is a brief walk away to your east.
A huge grey cave wyrm who is in the distance to your east.
A huge grey cave wyrm who is in the distance to your east.
A repulsive grell who is not far off to your west.
A hulking behemoth who is rather far off to your west.
A hulking behemoth who is rather far off to your west.

< 662h/678H 120v/120V Pos: standing >
You quickly scan the area.
A pale ghoul who is close by to your east.
A groaning zombie who is close by to your east.
The shade of a nereid who is a brief walk away to your east.
A huge grey cave wyrm who is in the distance to your east.
A huge grey cave wyrm who is in the distance to your east.
A repulsive grell who is not far off to your west.
A hulking behemoth who is rather far off to your west.
A hulking behemoth who is rather far off to your west.

< 662h/678H 120v/120V Pos: standing >
You quickly scan the area.
A pale ghoul who is close by to your east.
A groaning zombie who is close by to your east.
The shade of a nereid who is a brief walk away to your east.
A huge grey cave wyrm who is in the distance to your east.
A huge grey cave wyrm who is in the distance to your east.
A repulsive grell who is not far off to your west.
A hulking behemoth who is rather far off to your west.
A hulking behemoth who is rather far off to your west.

< 662h/678H 120v/120V Pos: standing >
You start chanting...

< 662h/678H 120v/120V Pos: standing >

< 662h/678H 120v/120V Pos: standing >
You complete your spell...

< 662h/678H 120v/120V Pos: standing >

< 663h/678H 120v/120V Pos: standing >

< 663h/678H 120v/120V Pos: standing >
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
(Q)Archazel, head guard of the choke protects it from the terrors to the west.(Red Aura)

< 663h/678H 120v/120V Pos: standing >
You quickly scan the area.
A pale ghoul who is close by to your east.
A groaning zombie who is close by to your east.
The shade of a nereid who is a brief walk away to your east.
A huge grey cave wyrm who is rather far off to your east.
A huge grey cave wyrm who is in the distance to your east.
A huge grey cave wyrm who is in the distance to your east.
A repulsive grell who is not far off to your west.
A wild and vicious hellbeast who is rather far off to your west.
A hulking behemoth who is in the distance to your west.

< 663h/678H 120v/120V Pos: standing >

< 663h/678H 120v/120V Pos: standing >

< 664h/678H 120v/120V Pos: standing >

< 664h/678H 120v/120V Pos: standing >
You start chanting...

< 664h/678H 120v/120V Pos: standing >
Casting: dream travel 

< 665h/678H 120v/120V Pos: standing >
You complete your spell...
Largas falls asleep.
Rhak falls asleep.
A human merchant falls asleep.

< 665h/678H 120v/120V Pos: standing >
Rhak slumps to the ground.

< 665h/678H 120v/120V Pos: standing >
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
*A human merchant stands, apparently asleep.(Red Aura)
*Rhak DemonLord *-* The Veterans of Bloodlust *-* (Githyanki)(medium) is stretched out, sound asleep.(Red Aura)
*Largas  *-* The Veterans of Bloodlust *-* (Troll)(large) stands, apparently asleep.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
(Q)Archazel, head guard of the choke protects it from the terrors to the west.(Red Aura)

< 666h/678H 120v/120V Pos: standing >

< 666h/678H 120v/120V Pos: standing >
A human merchant slumps to the ground.
A coalescing of the ethereal substances causes your vision to blur...
When it at last clears, Dzzz stands before you!
An odd looking shadow silently arrives and slowly forms into a Shade.
Rhak awakens.
Largas awakens.
A human merchant awakens.
The Great Choke of the Cavern Shizmaah
Obvious exits: -E -W
*A Shade (small)  -*- Night Raven Watch -*- stands in mid-air here.(Gold Aura)
*Dzzz (HardCore) *yawn* *-* The Veterans of Bloodlust *-* (Kobold)(small) stands in mid-air here.(Red Aura)
*A human merchant is sprawled out, resting.(Red Aura)
*Rhak DemonLord *-* The Veterans of Bloodlust *-* (Githyanki)(medium) is sprawled out, resting.(Red Aura)
*Largas  *-* The Veterans of Bloodlust *-* (Troll)(large) stands at ease.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
One of the minions of Archazel performs his master's will.(Red Aura)
(Q)Archazel, head guard of the choke protects it from the terrors to the west.(Red Aura)

< 666h/678H 120v/120V Pos: standing >
Rhak clambers to his feet.
A human merchant clambers to his feet.

< 666h/678H 120v/120V Pos: standing >
Largas looks at a Shade.

< 666h/678H 120v/120V Pos: standing >
A Shade starts casting a spell.
You stop following Rhak.
You now follow Rhak.

< 666h/678H 120v/120V Pos: standing >
You quickly scan the area.
A pale ghoul who is close by to your east.
A groaning zombie who is close by to your east.
An undead roper who is not far off to your east.
The shade of a nereid who is a brief walk away to your east.
A huge grey cave wyrm who is in the distance to your east.
A huge grey cave wyrm who is in the distance to your east.
A repulsive grell who is not far off to your west.
A wild and vicious hellbeast who is in the distance to your west.

< 666h/678H 120v/120V Pos: standing >
A human merchant snaps into visibility.
A human merchant tackles a Shade square in the chest knocking the wind out of him!

< 666h/678H 120v/120V Pos: standing >
A Shade stops invoking abruptly!

< 666h/678H 120v/120V Pos: standing >
Rhak snaps into visibility.
A Shade avoids being bashed by Rhak, who loses his balance and falls.

< 666h/678H 120v/120V Pos: standing >
Largas snaps into visibility.
Largas trips over a Shade, in a futile attempt to slam him down even further.

< 666h/678H 120v/120V Pos: standing >
A human merchant snaps into visibility.
A Shade snaps into visibility.
A human merchant's fine slash strikes a Shade.
A human merchant's impressive pierce strikes a Shade.
A human merchant's fine slash strikes a Shade.
A human merchant's impressive pierce strikes a Shade.
A human merchant's fine pierce strikes a Shade.
A human merchant's slash strikes a Shade.
A human merchant's impressive slash strikes a Shade.
A human merchant's fine slash strikes a Shade.

< 667h/678H 120v/120V Pos: standing >
A human merchant's intercepts a Shade's attack with legendary cutlass 'Sanguine Song' [poor] with eloquent ease.
A human merchant snaps into visibility.
A human merchant's fine slash strikes a Shade.
A human merchant's impressive slash strikes a Shade.

< 667h/678H 120v/120V Pos: standing >
You start chanting...
You snap into visibility.

< 667h/678H 120v/120V Pos: standing >
You snap into visibility.
You complete your spell...
[Damage: 112 ] -=[Your massive hammer causes a Shade to double over in pain!]=-

< 667h/678H 120v/120V Pos: standing >
You start chanting...
You snap into visibility.

< 668h/678H 120v/120V Pos: standing >
Largas returns to normal as his rage abates.
A human merchant snaps into visibility.
A human merchant's powerful slash enshrouds a Shade in a mist of blood.
A human merchant's powerful slash grievously wounds a Shade.
A human merchant's pierce hits a Shade.
A Shade is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Tobe by 13333333.
The smell of fresh blood enters your body, infusing you with power!