The death of [52 Frost Magus] Tia *-* The Veterans of Bloodlust *-* (Drow Elf)

in The Mystic Ward

from the perspective of [56 Dark Dreamer] Tilia (_/Eye of Odin\_) (Shade)

<floating about head>a dark purple ioun stone[191h 53m 22s]
<worn as a badge>    a ball of crackling energy [superior] (magic) (glowing) [86%]
<worn on head>       the helm of the dragonkind (magic) (glowing)
<worn on eyes>       the eyes of the High Forest (glowing) [89%]
<worn in ear>        the earring of the gods [superior] [74%]
<worn in ear>        a glowing ruby earring [poor] (magic)
<worn on face>       Krindor's Mask of Illusions[191h 53m 22s]
<worn around neck>   the necklace of the icecrag royalty [poor] (magic) [76%]
<worn around neck>   an amulet of chaos of agility [83%]
<worn on body>       a suit embodying ethereal soul shards
<worn about body>    a curtain of elemental fire of endurance (magic) (humming) [74%]
<worn on back>       a flayed illithid-hide backpack
<worn as quiver>     the ancient sheath of *-* Clan BloodLust *-* (magic) (glowing)
<worn about waist>   a utility belt of poisoning agents [superior]
<worn on belt buckle>a large tome engulfed in blue flames (magic) (humming) [61%]
<attached to belt>   the skull of Ayla
<attached to belt>   a lost monkey [67%]
<worn on arms>       some blue dragonscale shoulder guards (magic)
<held as shield>     a well-polished mithril body shield [superior] (illuminating) [87%]
<worn around wrist>  a bracelet of woven willow leaves [superior] (magic) (illuminating) [55%]
<worn around wrist>  the bracelet of emeralds
<worn on hands>      the sacred stone claws of Aan of damage (magic) [89%]
<worn on finger>     an enchanted ring of balor bone of power
<worn on finger>     an enchanted ring of balor bone [poor]
<primary weapon>     the blackened staff of Netheril (magic) (glowing)[191h 53m 22s]
<worn on legs>       some stitched leggings of the Knights of the Raven [superior] (magic)
<worn on feet>       the slippers of rot and decay [82%]

  MM  MMM       
   M MMMMM      
A Torch-Lined Rampart
Obvious exits: -N -E -S -W

< 811h/811H 135v/137V Pos: standing >
   +            
  +        M+   
 ++M      +++M  
 +++M++M++++M   
 MM++++@++MM    
  MMMMMMMMM     
     M^M     ,  
  M  MMM    M   
    MMMMM       
A Torch-Lined Rampart
Obvious exits: -N -E -W

< 811h/811H 134v/137V Pos: standing >
           +    
          M++   
 +M      +++M   
 ++M++M++++M    
 M+++++@+MM     
 MMMMMMMMM      
    M^M     ,   
    MMM    M,   
   MMMMM   ,    
A Torch-Lined Rampart
Obvious exits: -N -E -W

< 811h/811H 134v/137V Pos: standing >
          +M    
         M++M   
 M      +++M    
 +M++M++++M     
 ++++++@MM      
 MMMMMMMM       
   M^M     ,    
   MMM    M,.   
   MMMM   ,,    
A Torch-Lined Rampart
Obvious exits: -N -E -W

< 811h/811H 135v/137V Pos: standing >
         +M+    
        M++M    
       +++M  ,  
 M++M++++M   ,  
 ++++++@M    ,  
 MMMMMMM        
  M^M     ,     
  MMM    M,..   
   MMM   ,,M    
A Torch-Lined Rampart
Obvious exits: -N -W
An elite Alatorin peacekeeper stands stationed here, eyeing the rampart.

< 811h/811H 136v/137V Pos: standing >
          +M    
         +M+M   
        M++M    
       +++M  ,  
 M++M++@+M   ,  
 ++++++MM    ,  
 MMMMMMM        
  M^M     ,     
   MM    M,.    
A Torch-Lined Rampart
Obvious exits: -N -E -S -W

< 811h/811H 135v/137V Pos: standing >
         +MM    
        +M+M    
       M++M  .  
      +++M  ,,  
 ++M+++@M   ,   
 +++++MM    ,,  
 MMMMMM      .  
  ^M     ,      
   M    M,..    
A Torch-Lined Rampart
Obvious exits: -N -W -SE

< 811h/811H 134v/137V Pos: standing >
Alas, you cannot go that way. . . .

< 811h/811H 135v/137V Pos: standing >

<map>
Zone: Alatorin - the Forge City.
Room: Before a Huge Storage Hold
</map>
Before a Huge Storage Hold
Obvious exits: -S# -NW

< 811h/811H 136v/137V Pos: standing >

< 811h/811H 136v/137V Pos: standing >

< 811h/811H 136v/137V Pos: standing >
You start chanting...

< 811h/811H 136v/137V Pos: standing >
Casting: dream travel *

< 811h/811H 136v/137V Pos: standing >
Casting: dream travel 

< 811h/811H 136v/137V Pos: standing >
You complete your spell...
You feel slightly sleepy, but shake it off.

< 811h/811H 136v/137V Pos: standing >
You sit down and relax.

< 811h/811H 136v/137V Pos: sitting >
You have memorized the following spells:
(12th circle)  1 - dragon
(11th circle)  2 - nonexistence
               1 - titan
               1 - flicker
(10th circle)  2 - clone form
               1 - imprisonment
               2 - gate to ardgral
( 9th circle)  2 - asphyxiate
               2 - detect illusion
( 8th circle)  1 - shadow shield
               3 - vanish
               2 - shadow merging
( 7th circle)  6 - hammer
( 6th circle)  2 - stunning visions
               5 - reflection
( 5th circle)  2 - illusionary wall
               2 - boulder
               4 - shadow travel
( 4th circle)  5 - sleep
               1 - infravision
               3 - insects
( 3rd circle)  2 - blindness
               8 - shadow monster
( 2nd circle)  6 - burning hands
               2 - continual light
               3 - dispel magic
( 1st circle)  1 - minor creation
               9 - magic missile
               1 - detect magic
               1 - phantom armor

And you are currently memorizing the following spells:
    1 seconds:  ( 9th) dream travel

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

< 811h/811H 136v/137V Pos: sitting >
You start meditating...

< 811h/811H 137v/137V Pos: sitting >
You have finished memorizing dream travel.
Your studies are complete.

< 811h/811H 137v/137V Pos: sitting >
You clamber to your feet.

< 811h/811H 137v/137V Pos: standing >

< 811h/811H 137v/137V Pos: standing >
You start chanting...

< 811h/811H 137v/137V Pos: standing >
Casting: dream travel *

< 811h/811H 137v/137V Pos: standing >

< 811h/811H 137v/137V Pos: standing >
Casting: dream travel 

< 811h/811H 137v/137V Pos: standing >
You complete your spell...
A duergar merchant falls asleep.

< 811h/811H 137v/137V Pos: standing >
You stop following a duergar merchant.

< 811h/811H 137v/137V Pos: standing >
A duergar merchant is stunned!
A duergar merchant slumps to the ground.
A duergar merchant has a RUDE awakening!
A duergar merchant awakens.

< 811h/811H 137v/137V Pos: standing >

< 811h/811H 137v/137V Pos: standing >

		Score information for Tilia

Level: 56   Race: Shade   Class: Illusionist / Dark Dreamer Sex: Female
Hit points: 811(811)  Moves: 137(137)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 85%
Status:  Standing.
         Fireshielded
Frags:   +1.89   Deaths:   30
In the illusion of: a burly duergar guard (fair)
Detecting:      Illusions Invisible Magic Life Heat Holiness
Protected from: Evil Good Fire Cold Lightning Gas Acid Animals
Protected by:   Slow Poison
Enchantments:   Ultravision Farsee Fly Haste Invisibility Reduced Size Sneaking Fearless Lightfooted
Combat Pulse:   16 Spell Pulse:  0.70 
Leaderboard Points: 2754 

Active Spells:
--------------
stone skin (1 minute)
deflect (no expiration timer)
accelerated healing (33 minutes)
well-rested bonus (132 minutes)
detect magic (15 minutes)
vitality (10 minutes)
fly (35 minutes)
detect invisibility (40 minutes)


< 811h/811H 137v/137V Pos: standing >
Before a Huge Storage Hold
Obvious exits: -S# -NW
*A duergar merchant is lying with a stunned look in mid-air here.(Illusion)

< 811h/811H 137v/137V Pos: standing >
A duergar merchant clambers to his feet.

< 811h/811H 137v/137V Pos: standing >

< 811h/811H 137v/137V Pos: standing >
A duergar merchant flips you up into the air with ease.
Saving Tilia.

< 811h/811H 137v/137V Pos: standing >

< 811h/811H 137v/137V Pos: standing >
A duergar merchant starts following you.

< 811h/811H 137v/137V Pos: standing >
You are already following yourself.

< 811h/811H 137v/137V Pos: standing >
Before a Huge Storage Hold
Obvious exits: -S# -NW
*A duergar merchant is standing here, busy with his own matters.(Illusion)

< 811h/811H 137v/137V Pos: standing >
         +MM    
        +M+M    
       M++M  .  
      +++M  ,,  
 +M++++@M   ,   
 +++++MM    ,,  
 MMMMMM      .  
  ^M     ,      
   M    ,,..    
A Torch-Lined Rampart
Obvious exits: -N -W -SE

< 811h/811H 135v/137V Pos: standing >

< 811h/811H 135v/137V Pos: standing >
          +M    
         +M+M   
        M++M    
       +++M  ,  
 M+M+++@MM   ,  
 ++++++MM    ,  
 MMMMMMM        
  M^M     ,     
   MM    ,,.    
A Torch-Lined Rampart
Obvious exits: -N -E -S -W

< 811h/811H 134v/137V Pos: standing >

< 811h/811H 134v/137V Pos: standing >
           +    
          +M+   
         M++M   
 M      +++M    
 +M+M++@M+M     
 +++++++MM      
 MMMMMMMM       
   M^M     ,    
   MMM    ,,    
A Torch-Lined Rampart
Obvious exits: -E -S -W

< 811h/811H 134v/137V Pos: standing >
A duergar merchant's pupils dialate and return to normal.
   +            
  +        +M   
 +        M++M  
 +M      +++M   
 ++M+M+@M++M    
 M+++++++MM     
 MMMMMMMMM      
    M^M     ,   
    MMM    ,    
A Torch-Lined Rampart
Obvious exits: -E -S -W
A duergar merchant sneaks in from the east.

< 811h/811H 135v/137V 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              (slightly evil) 
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (slightly evil) 
  *The High Moor Forest                          (extremely good)
  *The Stone Tomb of Kelek                       (evil)          
   Orrak                                         (evil)          
  *Pits of Cerberus                              (slightly good) 
   Myrloch Vale                                  (slightly good) 
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (neutral)       
   The Dark Stone Tower of the Northern Realms   (neutral)       
  *Tower of High Sorcery                         (extremely good)
   Bloodstone Keep                               (slightly evil) 
   The Temple of the Sun                         (very good)     
   The Elemental Groves                          (neutral)       
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (slightly evil) 
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
  *Nakral's Crypt                                (very good)     
   The Outcasts Tower                            (neutral)       
  *Fort Boyard                                   (good)          
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
  *Faerie Realm                                  (pure good)     
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (slightly evil) 
   The Githyanki Fortress                        (slightly good) 
   Labyrinth of No Return                        (slightly evil) 
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   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 good) 
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (slightly good) 
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (neutral)       
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (very good)     
   Quintaragon Castle                            (neutral)       
  *The Sky City of Ultarium                      (slightly 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                                (slightly good) 
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (good)          
   The Caverns of Armageddon                     (extremely good)
   The Forest City of Aravne                     (slightly evil) 
   Plane of Fire                                 (good)          
   Ruined Temple of Tezcatlipoca                 (neutral)       
  *The Astral Plane                              (slightly good) 
   Jotunheim                                     (good)          
   The Transparent Tower                         (evil)          
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (slightly evil) 
   Sea Kingdom                                   (neutral)       
   Plane of Earth                                (extremely good)
   Sevenoaks                                     (slightly evil) 
   The Keep of Evil                              (neutral)       
  *The Forgotten Mansion                         (good)          
   Domain of Lost Souls                          (slightly good) 
   The Hall of Knighthood                        (slightly evil) 
   The Depths of Duris                           (slightly evil) 
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (evil)          
   The Tempest Court                             (neutral)       
  *Pit of Dragons                                (slightly evil) 
   Ny'Neth                                       (slightly evil) 
  *Lost Temple of Tikitzopl                      (extremely evil)
  *The Scorched Valley                           (slightly good) 
   The Realm of Barovia                          (slightly evil) 
   The Royal Mausoleum of Castle IceCrag         (slightly evil) 
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
  *Tiamat                                        (slightly evil) 
  *The Fortress of Dreams                        (slightly good) 
   Bahamut's Palace                              (evil)          
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (slightly evil) 
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (slightly evil) 
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (slightly evil) 
   The Bronze Citadel                            (slightly evil) 
   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.

< 811h/811H 137v/137V Pos: standing >
   ++           
  ++        +   
 M+        M++  
 M+M      +++M  
 +++M+M@M+++M   
 MM+++++++MM    
  MMMMMMMMM     
     M^M        
     MMM        
A Torch-Lined Rampart
Obvious exits: -E -S -W
A duergar merchant sneaks in from the east.

< 811h/811H 136v/137V Pos: standing >
   +++          
  +++           
 +M+        M+  
 MM+M      +++  
 M+++M+@M++++M  
  MM+++++++MM   
   MMMMMMMMM    
      M^M       
   M  MMM       
A Torch-Lined Rampart
Obvious exits: -E -S -W
A finely-dressed shield dwarf noble of Alatorin walks through here, smiling prosperously.
A duergar merchant sneaks in from the east.

< 811h/811H 135v/137V Pos: standing >
You quickly scan the area.
A duergar dwarf who is not far off to your south.
A goblin wildmage who is a brief walk away to your south.
An earth elemental who is in the distance to your south.
An earth elemental who is in the distance to your south.
An earth elemental who is in the distance to your south.
A shield dwarf summoner who is in the distance to your south.
A shopping shield dwarf woman who is not far off to your west.

< 811h/811H 135v/137V Pos: standing >
   ++           
  M+        M   
 MM+M      +++  
 M+++M+M+++++M  
  MM+++@+++MM   
   MMMMMMMMM    
      M^M       
  MM  MMM       
   M MMMMM      
A Torch-Lined Rampart
Obvious exits: -N -E -S -W

< 811h/811H 136v/137V Pos: standing >

< 811h/811H 136v/137V Pos: standing >
   +            
  M+M      ++   
 M+++M+M+++++M  
  MM+++M+++MM   
   MMMM@MMMM    
      M^M       
 MMM  MMM    ,  
  ^M MMMMM      
   M MMMMM      
A Mystical Runed Hall
Obvious exits: -N -S
A duergar dwarf walks through here, cautiously eyeing those he walks close to.
A duergar merchant sneaks in from the north.

< 811h/811H 135v/137V Pos: standing >

<map>
Zone: Alatorin - the Forge City.
Room: Northern Entry of the Mystic Ward
</map>

<map>
Zone: Alatorin - the Forge City.
Room: Northern Entry of the Mystic Ward
</map>
Northern Entry of the Mystic Ward
Obvious exits: -N -S
A crazy, wild-eyed goblin walks through the ward, crackling with power.
A duergar merchant sneaks in from the north.

< 811h/811H 134v/137V Pos: standing >

< 811h/811H 135v/137V Pos: standing >
You quickly scan the area.
A duergar dwarf who is close by to your north.
An Alatorin noble who is a brief walk away to your north.
An earth elemental who is not far off to your south.
An earth elemental who is not far off to your south.
An earth elemental who is not far off to your south.
A shield dwarf summoner who is not far off to your south.

< 811h/811H 137v/137V Pos: standing >

<map>
Zone: Alatorin - the Forge City.
Room: The Mystic Ward
</map>
The Mystic Ward
Obvious exits: -N -E -S -W

< 811h/811H 135v/137V Pos: standing >

< 811h/811H 135v/137V Pos: standing >
You quickly scan the area.
A goblin wildmage who is close by to your north.
A duergar dwarf who is not far off to your north.
An Alatorin noble who is rather far off to your north.
A goblin wildmage who is close by to your east.
A LARGE fire elemental who is close by to your east.
A LARGE fire elemental who is close by to your east.
A LARGE water elemental who is close by to your east.
A LARGE earth elemental who is close by to your east.
A LARGE air elemental who is close by to your east.
A LARGE water elemental who is close by to your east.
A LARGE water elemental who is close by to your east.
A LARGE air elemental who is close by to your east.
A LARGE air elemental who is close by to your east.
A LARGE fire elemental who is close by to your east.
A LARGE fire elemental who is close by to your east.
Horusite who is close by to your east.
Jedd Burningbraids who is close by to your east.
A young channeler who is close by to your east.
A young channeler who is close by to your east.
A young channeler who is close by to your east.
An earth elemental who is close by to your south.
An earth elemental who is close by to your south.
An earth elemental who is close by to your south.
A shield dwarf summoner who is close by to your south.
An Ambassador from the Forgotten Mansion who is close by to your west.
A goblin wildmage who is close by to your west.

< 811h/811H 135v/137V Pos: standing >

< 811h/811H 135v/137V Pos: standing >

<map>
Zone: Alatorin - the Forge City.
Room: Below the Mystic's Tower
</map>

<map>
Zone: Alatorin - the Forge City.
Room: Below the Mystic's Tower
</map>
Below the Mystic's Tower
Obvious exits: -N -E -W -U
*A Drow Elf (medium)  *-* The Veterans of Bloodlust *-* stands in mid-air here.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
A shield dwarf summoner walks through here, head bowed.

< 811h/811H 133v/137V Pos: standing >

< 811h/811H 133v/137V Pos: standing >
A duergar merchant snaps into visibility.
A Drow Elf snaps into visibility.
A duergar merchant places Tiamat's poison tail stinger in the back of a Drow Elf, resulting in some strange noises and some blood.
A duergar merchant places the dagger of Wind in the back of a Drow Elf, resulting in some strange noises and some blood.
A Drow Elf snaps into visibility.
With a swift tug a duergar merchant wrenches the weapon free, ramming it into a Drow Elf's spine!
A duergar merchant snaps into visibility.
A duergar merchant places the dagger of Wind in the back of a Drow Elf, resulting in some strange noises and some blood.
You quickly scan the area.
A goblin wildmage who is not far off to your north.
A duergar dwarf who is a brief walk away to your north.
An Alatorin noble who is in the distance to your north.
An earth elemental who is close by to your east.
An earth elemental who is close by to your east.
An earth elemental who is close by to your east.
A shield dwarf summoner who is close by to your east.
A gnome merchant who is not far off to your east.
An earth elemental who is close by to your west.
An earth elemental who is close by to your west.
An earth elemental who is close by to your west.
A shield dwarf summoner who is close by to your west.
Miboli Snoblsniz who is not far off above you.

< 811h/811H 134v/137V Pos: standing >
A duergar merchant dodges a Drow Elf's attack.
A duergar merchant parries a Drow Elf's lunge at him.
A Drow Elf snaps into visibility.
A duergar merchant snaps into visibility.

< 811h/811H 137v/137V Pos: standing >
You start chanting...
You snap into visibility.

< 811h/811H 137v/137V Pos: standing >
A Drow Elf suddenly stumbles, grasping at their neck as a duergar merchant stands behind them grinning!

< 811h/811H 137v/137V Pos: standing >
Casting: asphyxiate 
A Drow Elf attempts to flee.
A Drow Elf leaves east.

< 811h/811H 137v/137V Pos: standing >
You abort your spell before it's done!

< 811h/811H 137v/137V Pos: standing >
A flesh golem enters from the west.

< 811h/811H 137v/137V Pos: standing >

<map>
Zone: Alatorin - the Forge City.
Room: The Mystic Ward
</map>

<map>
Zone: Alatorin - the Forge City.
Room: The Mystic Ward
</map>
The Mystic Ward
Obvious exits: -N -E -W
*A Drow Elf (medium)  *-* The Veterans of Bloodlust *-* stands in mid-air here.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
A shield dwarf summoner walks through here, head bowed.
A duergar merchant sneaks in from the west.

< 811h/811H 135v/137V Pos: standing >
You start chanting...
A Drow Elf leaves east.

< 811h/811H 135v/137V Pos: standing >
A flesh golem enters from the west.
A Drow Elf enters from the east.

< 811h/811H 135v/137V Pos: standing >
A duergar merchant snaps into visibility.
A duergar merchant places Tiamat's poison tail stinger in the back of a Drow Elf, resulting in some strange noises and some blood.
A Drow Elf snaps into visibility.
A duergar merchant snaps into visibility.
A duergar merchant places the dagger of Wind in the back of a Drow Elf, resulting in some strange noises and some blood.
A Drow Elf snaps into visibility.

< 811h/811H 135v/137V Pos: standing >
Casting: asphyxiate 

< 811h/811H 135v/137V Pos: standing >
A Drow Elf's blood splatters as it hits the ground.
You complete your spell...
A pair of Ghostly Hands appear before a Drow Elf, close around her neck and begin to squeeze!
A Drow Elf snaps into visibility.
[Damage: 33 ] -=[You smirk as a pair of ghostly hands tighten around a Drow Elf's throat!]=-

< 811h/811H 135v/137V Pos: standing >
A flesh golem suddenly attacks a Drow Elf!
A flesh golem's maul causes a Drow Elf to grimace in pain.
You snap into visibility.
A Drow Elf snaps into visibility.
[Damage: 36 ] -=[You smirk as a pair of ghostly hands tighten around a Drow Elf's throat!]=-

< 811h/811H 135v/137V Pos: standing >
You snap into visibility.
A Drow Elf snaps into visibility.
[Damage: 26 ] -=[You smirk as a pair of ghostly hands tighten around a Drow Elf's throat!]=-
A Drow Elf's full suit of well-polished mithril platemail [superior] was completely destroyed by the massive blow!
A Drow Elf's soldier's dragonscale cloak was completely destroyed by the massive blow!
A Drow Elf's soft feathered ring was completely destroyed by the massive blow!
A Drow Elf's stone mask [poor] was completely destroyed by the massive blow!
A Drow Elf's dangling chain crucifix was completely destroyed by the massive blow!
A Drow Elf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!