The death of [44 Necrolyte] Clorin (Gnome)

in A Narrow Side Street Between the City Wall and Some Buildings

from the perspective of [44 Necrolyte] Clorin (Gnome)

<worn as a badge>    a badge of promise [poor] (glowing)
<worn on head>       a flaming dragonscale circlet
<worn on eyes>       a foggy visor [superior]
<worn in ear>        a robin's tail feather (glowing) (illuminating)
<worn on face>       veil of darkness (glowing)
<worn on body>       a fanged dragonscale breastplate
<worn about body>    a glittering iron bodycloak
<worn on back>       a gnomish toolbox
<worn as quiver>     an embroidered illithid-hide backsheath
<worn about waist>   a belt of fresh blood [57%]             
<worn on belt buckle>a patched gem belt buckle
<attached to belt>   a rugged adventurers satchel
<worn around wrist>  a wovynn patch of nature's health [superior]
<worn around wrist>  a sparkling diamond bracer [superior]
<worn on hands>      some frost-rimed granite mitts
<worn on finger>     a silver ring encrusted with a black sapphire (humming)
<worn on finger>     a yellow ring of chrysoberyl [superior]
<primary weapon>     a fiery red scepter
<held>               an oval seastone [poor] (humming)
<worn on feet>       a light pair of winged sandals [superior] (illuminating)

[2] The corpse of a troglodyte female is lying here.

< 260h/333H 111v/152V Pos: standing >
You sit down.

< 260h/333H 113v/152V Pos: sitting >
You wiggle to find the most comfortable position.

< 260h/333H 113v/152V Pos: sitting >
You are currently memorizing the following spells:
    2 seconds:  ( 3rd) embalm
    4 seconds:  ( 3rd) embalm
    6 seconds:  ( 3rd) embalm
    8 seconds:  ( 6th) vitalize undead
   11 seconds:  ( 6th) vitalize undead
   14 seconds:  ( 6th) vitalize undead
   17 seconds:  ( 6th) vitalize undead
   18 seconds:  ( 2nd) protection from living
   20 seconds:  ( 2nd) protection from living
   21 seconds:  ( 2nd) protection from living
   23 seconds:  ( 2nd) protection from living
   26 seconds:  ( 7th) protect undead
   29 seconds:  ( 7th) protect undead
   32 seconds:  ( 7th) protect undead
   35 seconds:  ( 7th) protect undead
   38 seconds:  ( 7th) raise wraith
   40 seconds:  ( 4th) life leech
   42 seconds:  ( 4th) life leech
   45 seconds:  ( 8th) negative concussion blast
   49 seconds:  ( 8th) negative concussion blast
   52 seconds:  ( 8th) negative concussion blast
   55 seconds:  ( 8th) negative concussion blast
   58 seconds:  ( 7th) raise wraith
   62 seconds:  ( 9th) energy drain
   65 seconds:  ( 9th) energy drain
   67 seconds:  ( 4th) life leech
   70 seconds:  ( 4th) life leech
   72 seconds:  ( 4th) life leech
   74 seconds:  ( 4th) life leech
   76 seconds:  ( 4th) life leech
   78 seconds:  ( 2nd) protection from living
   80 seconds:  ( 5th) heal undead
   83 seconds:  ( 5th) heal undead
   84 seconds:  ( 1st) minor creation
   87 seconds:  ( 9th) dimension door
   90 seconds:  ( 5th) concealment
   91 seconds:  ( 1st) minor creation
   93 seconds:  ( 3rd) embalm
   95 seconds:  ( 3rd) embalm
   96 seconds:  ( 1st) slashing darkness
   97 seconds:  ( 1st) slashing darkness
   98 seconds:  ( 1st) slashing darkness
  100 seconds:  ( 3rd) animate dead
  102 seconds:  ( 3rd) animate dead
  104 seconds:  ( 3rd) sense follower
  106 seconds:  ( 3rd) animate dead
  108 seconds:  ( 4th) strength
  111 seconds:  ( 5th) coldshield
  112 seconds:  ( 1st) slashing darkness
  113 seconds:  ( 1st) slashing darkness
  114 seconds:  ( 1st) slashing darkness
  115 seconds:  ( 1st) slashing darkness
  116 seconds:  ( 1st) slashing darkness
  117 seconds:  ( 2nd) chill touch
  119 seconds:  ( 2nd) chill touch
  120 seconds:  ( 2nd) chill touch
  121 seconds:  ( 1st) slashing darkness
  123 seconds:  ( 2nd) chill touch
  124 seconds:  ( 2nd) chill touch
  127 seconds:  ( 5th) concealment
  129 seconds:  ( 5th) heal undead
  132 seconds:  ( 5th) heal undead
  135 seconds:  ( 8th) detect invisibility
  138 seconds:  ( 6th) cone of cold
  140 seconds:  ( 6th) cone of cold

You can memorize no more spells.
You continue your study.
You are currently memorizing the following spells:
    2 seconds:  ( 3rd) embalm
    4 seconds:  ( 3rd) embalm
    6 seconds:  ( 3rd) embalm
    8 seconds:  ( 6th) vitalize undead
   11 seconds:  ( 6th) vitalize undead
   14 seconds:  ( 6th) vitalize undead
   17 seconds:  ( 6th) vitalize undead
   18 seconds:  ( 2nd) protection from living
   20 seconds:  ( 2nd) protection from living
   21 seconds:  ( 2nd) protection from living
   23 seconds:  ( 2nd) protection from living
   26 seconds:  ( 7th) protect undead
   29 seconds:  ( 7th) protect undead
   32 seconds:  ( 7th) protect undead
   35 seconds:  ( 7th) protect undead
   38 seconds:  ( 7th) raise wraith
   40 seconds:  ( 4th) life leech
   42 seconds:  ( 4th) life leech
   45 seconds:  ( 8th) negative concussion blast
   49 seconds:  ( 8th) negative concussion blast
   52 seconds:  ( 8th) negative concussion blast
   55 seconds:  ( 8th) negative concussion blast
   58 seconds:  ( 7th) raise wraith
   62 seconds:  ( 9th) energy drain
   65 seconds:  ( 9th) energy drain
   67 seconds:  ( 4th) life leech
   70 seconds:  ( 4th) life leech
   72 seconds:  ( 4th) life leech
   74 seconds:  ( 4th) life leech
   76 seconds:  ( 4th) life leech
   78 seconds:  ( 2nd) protection from living
   80 seconds:  ( 5th) heal undead
   83 seconds:  ( 5th) heal undead
   84 seconds:  ( 1st) minor creation
   87 seconds:  ( 9th) dimension door
   90 seconds:  ( 5th) concealment
   91 seconds:  ( 1st) minor creation
   93 seconds:  ( 3rd) embalm
   95 seconds:  ( 3rd) embalm
   96 seconds:  ( 1st) slashing darkness
   97 seconds:  ( 1st) slashing darkness
   98 seconds:  ( 1st) slashing darkness
  100 seconds:  ( 3rd) animate dead

< 260h/333H 114v/152V Pos: sitting >
You start meditating...

< 260h/333H 115v/152V Pos: sitting >
You have finished memorizing embalm.

< 260h/333H 117v/152V Pos: sitting >
You have finished memorizing embalm.

< 261h/333H 120v/152V Pos: sitting >
You have finished memorizing embalm.

< 261h/333H 123v/152V Pos: sitting >
You have finished memorizing vitalize undead.

< 261h/333H 127v/152V Pos: sitting >
You have finished memorizing vitalize undead.

< 262h/333H 131v/152V Pos: sitting >
You have finished memorizing vitalize undead.

< 262h/333H 135v/152V Pos: sitting >

< 262h/333H 138v/152V Pos: sitting >
You have finished memorizing vitalize undead.
Hint: The Priest of Winterhaven will cast beneficial spells upon you if you stay by him.  Sometimes he might not notice you though!

< 262h/333H 139v/152V Pos: sitting >
You have finished memorizing protection from living.

< 262h/333H 141v/152V Pos: sitting >
You have finished memorizing protection from living.

< 263h/333H 143v/152V Pos: sitting >
You have finished memorizing protection from living.

< 263h/333H 146v/152V Pos: sitting >
You have finished memorizing protection from living.

< 263h/333H 148v/152V Pos: sitting >

< 263h/333H 152v/152V Pos: sitting >
You have finished memorizing protect undead.

< 263h/333H 152v/152V Pos: sitting >
You have finished memorizing protect undead.

< 264h/333H 152v/152V Pos: sitting >
You have finished memorizing protect undead.

< 264h/333H 152v/152V Pos: sitting >
You have finished memorizing protect undead.

< 265h/333H 152v/152V Pos: sitting >
You have finished memorizing raise wraith.

< 265h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 265h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 266h/333H 152v/152V Pos: sitting >
You have finished memorizing negative concussion blast.

< 266h/333H 152v/152V Pos: sitting >
A troglodyte berserker enters from the north.

< 266h/333H 152v/152V Pos: sitting >
You have finished memorizing negative concussion blast.

< 266h/333H 152v/152V Pos: sitting >
You have finished memorizing negative concussion blast.

< 267h/333H 152v/152V Pos: sitting >
You have finished memorizing negative concussion blast.

< 267h/333H 152v/152V Pos: sitting >
You have finished memorizing raise wraith.

< 268h/333H 152v/152V Pos: sitting >
You have finished memorizing energy drain.

< 268h/333H 152v/152V Pos: sitting >
You have finished memorizing energy drain.

< 269h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 269h/333H 152v/152V Pos: sitting >
You have memorized the following spells:
( 9th circle)  2 - energy drain
( 8th circle)  4 - negative concussion blast
( 7th circle)  4 - protect undead
               2 - raise wraith
( 6th circle)  4 - vitalize undead
( 4th circle)  3 - life leech
( 3rd circle)  3 - embalm
( 2nd circle)  4 - protection from living

And you are currently memorizing the following spells:
    1 seconds:  ( 4th) life leech
    3 seconds:  ( 4th) life leech
    6 seconds:  ( 4th) life leech
    8 seconds:  ( 4th) life leech
    9 seconds:  ( 2nd) protection from living
   12 seconds:  ( 5th) heal undead
   14 seconds:  ( 5th) heal undead
   15 seconds:  ( 1st) minor creation
   19 seconds:  ( 9th) dimension door
   21 seconds:  ( 5th) concealment
   22 seconds:  ( 1st) minor creation
   24 seconds:  ( 3rd) embalm
   26 seconds:  ( 3rd) embalm
   27 seconds:  ( 1st) slashing darkness
   28 seconds:  ( 1st) slashing darkness
   29 seconds:  ( 1st) slashing darkness
   31 seconds:  ( 3rd) animate dead
   33 seconds:  ( 3rd) animate dead
   35 seconds:  ( 3rd) sense follower
   37 seconds:  ( 3rd) animate dead
   40 seconds:  ( 4th) strength
   42 seconds:  ( 5th) coldshield
   43 seconds:  ( 1st) slashing darkness
   44 seconds:  ( 1st) slashing darkness
   45 seconds:  ( 1st) slashing darkness
   46 seconds:  ( 1st) slashing darkness
   47 seconds:  ( 1st) slashing darkness
   49 seconds:  ( 2nd) chill touch
   50 seconds:  ( 2nd) chill touch
   52 seconds:  ( 2nd) chill touch
   53 seconds:  ( 1st) slashing darkness
   54 seconds:  ( 2nd) chill touch
   56 seconds:  ( 2nd) chill touch
   58 seconds:  ( 5th) concealment
   61 seconds:  ( 5th) heal undead
   63 seconds:  ( 5th) heal undead
   66 seconds:  ( 8th) detect invisibility
   69 seconds:  ( 6th) cone of cold
   72 seconds:  ( 6th) cone of cold

You can memorize no more spells.
You have memorized the following spells:
( 9th circle)  2 - energy drain
( 8th circle)  4 - negative concussion blast
( 7th circle)  4 - protect undead
               2 - raise wraith
( 6th circle)  4 - vitalize undead
( 4th circle)  3 - life leech
( 3rd circle)  3 - embalm
( 2nd circle)  4 - protection from living

And you are currently memorizing the following spells:
    1 seconds:  ( 4th) life leech
    3 seconds:  ( 4th) life leech
    6 seconds:  ( 4th) life leech
    8 seconds:  ( 4th) life leech
    9 seconds:  ( 2nd) protection from living
   12 seconds:  ( 5th) heal undead
   14 seconds:  ( 5th) heal undead
   15 seconds:  ( 1st) minor creation
   19 seconds:  ( 9th) dimension door
   21 seconds:  ( 5th) concealment
   22 seconds:  ( 1st) minor creation
   24 seconds:  ( 3rd) embalm
   26 seconds:  ( 3rd) embalm
   27 seconds:  ( 1st) slashing darkness
   28 seconds:  ( 1st) slashing darkness
   29 seconds:  ( 1st) slashing darkness
   31 seconds:  ( 3rd) animate dead
   33 seconds:  ( 3rd) animate dead
   35 seconds:  ( 3rd) sense follower
   37 seconds:  ( 3rd) animate dead
   40 seconds:  ( 4th) strength
   42 seconds:  ( 5th) coldshield
   43 seconds:  ( 1st) slashing darkness
   44 seconds:  ( 1st) slashing darkness
   45 seconds:  ( 1st) slashing darkness
   46 seconds:  ( 1st) slashing darkness
   47 seconds:  ( 1st) slashing darkness
   49 seconds:  ( 2nd) chill touch
   50 seconds:  ( 2nd) chill touch
   52 seconds:  ( 2nd) chill touch
   53 seconds:  ( 1st) slashing darkness
   54 seconds:  ( 2nd) chill touch
   56 seconds:  ( 2nd) chill touch
You have finished memorizing life leech.
   58 seconds:  ( 5th) concealment
   61 seconds:  ( 5th) heal undead
   63 seconds:  ( 5th) heal undead
   66 seconds:  ( 8th) detect invisibility
   69 seconds:  ( 6th) cone of cold
   72 seconds:  ( 6th) cone of cold

You can memorize no more spells.

< 270h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 270h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 270h/333H 152v/152V Pos: sitting >
You have finished memorizing life leech.

< 270h/333H 152v/152V Pos: sitting >
A troglodyte berserker enters from the south.

< 270h/333H 152v/152V Pos: sitting >
You have finished memorizing protection from living.

< 270h/333H 152v/152V Pos: sitting >
You have finished memorizing heal undead.

< 271h/333H 152v/152V Pos: sitting >
You have finished memorizing heal undead.

< 271h/333H 152v/152V Pos: sitting >
You have finished memorizing minor creation.

< 271h/333H 152v/152V Pos: sitting >
You have finished memorizing dimension door.

< 272h/333H 152v/152V Pos: sitting >
You have finished memorizing concealment.

< 272h/333H 152v/152V Pos: sitting >
You have finished memorizing minor creation.

< 272h/333H 152v/152V Pos: sitting >
You have finished memorizing embalm.

< 272h/333H 152v/152V Pos: sitting >
You have finished memorizing embalm.

< 273h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 273h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 273h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 273h/333H 152v/152V Pos: sitting >
You have finished memorizing animate dead.

< 273h/333H 152v/152V Pos: sitting >
You have finished memorizing animate dead.

< 274h/333H 152v/152V Pos: sitting >
You have finished memorizing sense follower.

< 274h/333H 152v/152V Pos: sitting >
You have finished memorizing animate dead.

< 274h/333H 152v/152V Pos: sitting >
A troglodyte berserker is overwhelmed with HATRED, and begins to grow to enormous proportions!


< 274h/333H 152v/152V Pos: sitting >
You have finished memorizing strength.

< 274h/333H 152v/152V Pos: sitting >
You have finished memorizing coldshield.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 275h/333H 152v/152V Pos: sitting >
You have finished memorizing chill touch.

< 276h/333H 152v/152V Pos: sitting >
You have finished memorizing chill touch.

< 276h/333H 152v/152V Pos: sitting >
You have finished memorizing chill touch.

< 276h/333H 152v/152V Pos: sitting >
You have finished memorizing slashing darkness.

< 276h/333H 152v/152V Pos: sitting >
You have finished memorizing chill touch.

< 276h/333H 152v/152V Pos: sitting >
You have finished memorizing chill touch.

< 277h/333H 152v/152V Pos: sitting >
You have finished memorizing concealment.

< 277h/333H 152v/152V Pos: sitting >
You have finished memorizing heal undead.

< 277h/333H 152v/152V Pos: sitting >
A troglodyte berserker leaves north.

< 278h/333H 152v/152V Pos: sitting >
You have finished memorizing heal undead.

< 278h/333H 152v/152V Pos: sitting >
You have finished memorizing detect invisibility.

< 278h/333H 152v/152V Pos: sitting >
A troglodyte berserker loses control, veins bulging with anger.


< 278h/333H 152v/152V Pos: sitting >
You have finished memorizing cone of cold.

< 279h/333H 152v/152V Pos: sitting >
You have finished memorizing cone of cold.
Your studies are complete.

< 279h/333H 152v/152V Pos: sitting >
You clamber to your feet.

< 279h/333H 152v/152V Pos: standing >
You start chanting...

< 279h/333H 152v/152V Pos: standing >
Casting: embalm *

< 280h/333H 152v/152V Pos: standing >
You complete your spell...
The corpse of Clorin is preserved for an additional 88 hours.

< 280h/333H 152v/152V Pos: standing >
You start chanting...

< 280h/333H 152v/152V Pos: standing >
A troglodyte assassin sneaks in from the south.

< 280h/333H 152v/152V Pos: standing >
Casting: embalm *

< 281h/333H 152v/152V Pos: standing >
You complete your spell...
The corpse of Clorin is preserved for an additional 88 hours.

< 281h/333H 152v/152V Pos: standing >
You start chanting...

< 281h/333H 152v/152V Pos: standing >
Casting: embalm *
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 281h/333H 152v/152V Pos: standing >
You complete your spell...
The corpse of Clorin is preserved for an additional 88 hours.

< 282h/333H 152v/152V Pos: standing >
A troglodyte assassin sneaks west.

< 282h/333H 152v/152V Pos: standing >
In the Dark Troglodyte Caves
   This dark and scary cave is inhabited by a race of highly effective and
deadly fighters.  The troglodyte race is savage and can easily overcome an
unready opponent.  The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail.  This cave is the
perfect lair for such a race.  Because the darkness is so complete, ambushes
can and will happen as one goes further into this place.  The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings.  The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness.  One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
The corpse of a troglodyte sentinel is lying here.
A troglodyte assassin sneaks through the tunnels here.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.

< 282h/333H 150v/152V Pos: standing >

< 283h/333H 150v/152V Pos: standing >
You get a few coins from the corpse of a troglodyte sentinel.
There were: 2 platinum coins, 14 gold coins. 

< 283h/333H 150v/152V Pos: standing >
You do not see or have the 2.corpse.

< 283h/333H 150v/152V Pos: standing >
You do not see or have the 3.corpse.

< 283h/333H 150v/152V Pos: standing >
You do not see or have the 4.corpse.

< 283h/333H 150v/152V Pos: standing >
You do not see or have the 5.corpse.

< 283h/333H 150v/152V Pos: standing >
You do not see or have the 6.corpse.

< 283h/333H 151v/152V Pos: standing >
You do not see or have the 7.corpse.

< 283h/333H 151v/152V Pos: standing >
You do not see or have the 8.corpse.

< 283h/333H 151v/152V Pos: standing >
You do not see or have the 9.corpse.

< 283h/333H 151v/152V Pos: standing >
You do not see or have the 10.corpse.

< 283h/333H 152v/152V Pos: standing >

< 283h/333H 152v/152V Pos: standing >
The Entrance to the Troglodyte Caves
   This small and highly defendable room is the entrance to the troglodyte
cave system.  This clan of lizard-like humanoids was thought to be some kind of
old myth that parents told their children to scare them.  It is, in fact, very
real and very dangerous to anyone foolish enough to intrude.  The cave is dark
and filled with many of the vile troglodyte warriors.  The troglodytes are a
savage people who crave human flesh and often will raid the surrounding areas
for food and other valuables.  This cave is well hidden beneath the Black Dog
Mountains.  The entire clan of creatures lives off of the success of their
raiding abillity.  The cave smells very bad as the creatures themselves give
off a repelant odor.  The gloom that hangs over this place is hard to see very
far into.  This is the entrance to the troglodyte caves.  One may travel east
or down back into the water.
Obvious exits: -East -Down
A troglodyte assassin sneaks through the tunnels here.
A large and burly troglodyte sentinel stands here dutifully.

< 284h/333H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 284h/333H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 284h/333H 150v/152V Pos: standing >
Inside the Dark Passageway
   The cold watery passage ends here abruptly.  The well crafted walls end
here underneath a medium sized opening above.  It is difficult to tell what is
located above, it could just be a continuation of this tunnel.  The water is
very dirty here as if someone had deficated here in the water.  It seems that
this area is not naturally formed.  There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race.  The
feeling of dread grows and grows.  There are small rocks and pebbles lying all
over on the ground, as if part of some large object.  A thin layer of slime has
formed on the northern wall.  One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
A HUGE stone golem stands here protecting the passageway.

< 284h/333H 148v/152V Pos: standing >
In an Underwater Passage
   The water here turns very cold.  There appears to be a stone passage here
heading to the north.  The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city.  The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway.  There is a thick layer of silt formed on
the floor of this passageway.  One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South

< 284h/333H 146v/152V Pos: standing >
You begin to hold your breath...
Underwater in the Clean Pool
   The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy.  The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms.  A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place.  One may travel to the north or up from this point.
Obvious exits: -North -Up

< 284h/333H 144v/152V Pos: standing >
The snow is coming down faster now.
The Site of a Watering Hole
   The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water.  The pool is only a few feet deep but over
twenty feet wide.  All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie.  The
trails all seem to lead here and travel in many random directions.  The pools
surface is calm and undisturbed.  The Black Dog Mountains loom in the distance
to the north and east.  One may travel to the west or south.
Obvious exits: -South -West
The watering hole is filled with cool water.
A starving looking black wolf prowls the prairie here.
A filthy vulture flies above you.
A mountain lion walks through this mountain pass.

< 284h/333H 142v/152V Pos: standing >
You start setting up camp...

< 284h/333H 142v/152V Pos: standing >

< 284h/333H 143v/152V Pos: standing >
A filthy vulture leaves south.

< 284h/333H 145v/152V Pos: standing >
A mountain lion leaves west.

< 285h/333H 147v/152V Pos: standing >
A black wolf leaves south.

< 286h/333H 152v/152V Pos: standing >

< 286h/333H 152v/152V Pos: standing >
A small rabbit enters from the west.

< 286h/333H 152v/152V Pos: standing >
A black wolf enters from the south.

< 288h/333H 152v/152V Pos: standing >

< 288h/333H 152v/152V Pos: standing >

< 289h/333H 152v/152V Pos: standing >
A black wolf leaves west.

< 289h/333H 152v/152V Pos: standing >

< 290h/333H 152v/152V Pos: standing >

< 290h/333H 152v/152V Pos: standing >

< 292h/333H 152v/152V Pos: standing >
You must sit down before meditating!

< 292h/333H 152v/152V Pos: standing >

< 292h/333H 152v/152V Pos: standing >
A young buffalo enters from the south.

< 292h/333H 152v/152V Pos: standing >
Autosaving...

< 293h/333H 152v/152V Pos: standing >

< 293h/333H 152v/152V Pos: standing >

< 295h/333H 152v/152V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 295h/333H 152v/152V Pos: standing >

< 295h/333H 152v/152V Pos: standing >
A half-elf bard snaps into visibility.
In his haste to slam you around, a half-elf bard slips and falls!

< 295h/333H 152v/152V Pos: standing >
A young buffalo leaves south.

< 296h/333H 152v/152V Pos: standing >
A small rabbit leaves west.

< 297h/333H 152v/152V Pos: standing >
A half-elf bard clambers to his feet.

< 297h/333H 152v/152V Pos: standing >
A half-elf bard suddenly attacks YOU!
A half-elf bard snaps into visibility.
A half-elf bard's powerful pierce strikes you.
You are already standing.

< 275h/333H 152v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 275h/333H 152v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: someone sta EP: excellent >
 A hunter from Tentro enters from the south.
Sorry, you aren't allowed to do that in combat.

< 275h/333H 152v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: someone sta EP: excellent >
 You attempt to flee...
Surrounded by Miles Of Open Prairie
   There are many miles of open prairie in every direction from this point.
The high soaring eagles would view this place as a huge field of unchanging
grasses stretching from horizon to horizon.  To the creatures that travel upon
this wide plain, the ground changes and is not nearly as uniform as it appears
from above.  The field is an entirely different ecosystem than the surrounding
areas.  The large Black Dog Mountains provide a great deal of protection from
the harsh north-eastern winds that would lower the temperature of this place
several degrees.  Many creatures call this place their home.  One may travel in
any direction from this point.
Obvious exits: -North -East -South -West
A killer mosquito flies through the air here.
A golden prairie dog sits here looking at your queerly.
You flee southward!

< 275h/333H 127v/152V Pos: standing >
On the Field of Endolin
   The Field of Endolin is a place of legend, a place of mystery and a place
of wonderment.  There has been speculation that this prairie had some kind of
mystical power or dangerous secret.  Many travelers have come to this prairie
in search of a dangerous secret or a glorious treasure hoard.  The adventurers
always left the fertile plains frustrated and bored out of their minds.  There
is little to do on such a great expanse of grass and prairie dogs.  Others that
have come here are amazed by the natural beauty and purity of the place.  One
may travel in any direction.
Obvious exits: -North -East -South -West

< 275h/333H 125v/152V Pos: standing >
Surrounded by The Fertile Plains
   The ground here is very fertile.  The tall green grasses completely
block out any other weeds or grasses that would have tried to gain a foot-hold
on the Field of Endolin.  The grasses lie mostly bent over from a recent
storm, looking very much like a criss-cross pattern on a quilt.  There are
many faint trails leading in many directions here, most likely from the small
animals that run about the plain.  There are also many signs of the large
buffalo that roam here.  Their large beds are evident from when they bedded
down for the night, large areas of flattened grasses.  One may travel in any
direction.
Obvious exits: -North -East -South -West
A killer mosquito flies through the air here.

< 275h/333H 123v/152V Pos: standing >
Standing On the Thick Sod of the Prairie
   The soil here is very far below the surface.  The sod on this part of the
prairie is much like the other parts in that it is very thick and would take a
fair amount of digging to reach it.  There are some weeds growing amongst the
tall prairie grasses but they are few and far between.  There are several small
prairie dog holes that appear to be fresh.  The holes are surrounded by small
piles of dirt, which were thrown there by the industrious little rodents.  One
may travel in any direction.
Obvious exits: -North -East -South -West
A filthy vulture flies above you.
A small rabbit bounds over the prairie here.

< 275h/333H 122v/152V Pos: standing >
On the Vast Field of Endolin
   The plain is vast and stretches forever.  The peace and beauty of this
place is only broken by the occasional buffalo or other furry animal grazing
on the hearty grasses.  There is an entire eco-system evident here, the
constant perfection of the wonder of nature.  During the dry season these
grasses are often very crisp and dusty.  The sheer amount of open land seems
odd and frightening to any of those who originally came from villages or cities
with many buildings.  One may travel in any direction on the Field of Endolin.
Obvious exits: -North -East -South -West
A sparrow hops about the ground here.
A large and very shaggy buffalo grazes on the prairie.

< 275h/333H 120v/152V Pos: standing >
Surrounded by Miles of Open Prairie
   This large and open grassy field has been named The Field of Endolin.  It
is unknown where this term originally came from.  In fact, the only language
that has a word even remotely like Endolin is the gutteral language of the
orcs, which doesn't make much sense because the orcs don't care enough to name
pieces of land, they just destroy them.  The vast prairie rarely shows up on
maps, for few of the scribes know of a name for this place.  It is as natural
a place as any in the entire realm.  One may travel in any direction.
Obvious exits: -North -East -South -West
A wild horse stands here ready to go for a run.
A large and very shaggy buffalo grazes on the prairie.
A starving looking black wolf prowls the prairie here.
A filthy vulture flies above you.
A small rabbit bounds over the prairie here.
A large and very shaggy buffalo grazes on the prairie.
A wild horse stands here ready to go for a run.

< 275h/333H 118v/152V Pos: standing >
On The Grassy Field Of Endolin
   The vast grassy plain is wide open to the elements.  During the harsher
winters this land is a death field, for none of the animals migrate away from
the harsh conditions.  There are many bones and such that have been consumed by
the fast growing grasses.  They are now no more than bumps on the surface of
the field.  There are many small game trails winding in random directions from
this point.  One may travel north, south, west or east.
Obvious exits: -North -East -South -West

< 275h/333H 116v/152V Pos: standing >
On the Field of Endolin
   The Field of Endolin is covered with miles and miles of prairie grass.
The grasses are about two feet high and very thick.  Some tall weeds add some
color to the vast green ocean of grass.  The lush prairie lands reach to
the furthest horizons.  There are a few small holes in the sod here where some
prairie dogs live.  There are some game trails through the tall grass.  One may
travel north or east.
Obvious exits: -North -East
A wild horse stands here ready to go for a run.

< 275h/333H 115v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 115v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 115v/152V Pos: standing >
So much for that camping effort.
Alas, you cannot go that way. . . .

< 275h/333H 116v/152V Pos: standing >
Grassy Plain that is the Field of Endolin
   This grassy plain is covered with miles of prairie grass and clover.  The
field meets the horizon in every single direction.  Below your feet the grass
is lush and green with jusdt a hint of being dehydrated.  The grass here sways
slightly in the wind, looking very much like a wave over the plain.  There are
many small holes that animals have dug into the sod.  One may travel in any
direction they choose.
Obvious exits: -North -East -South -West
A large and very shaggy buffalo grazes on the prairie.
A young buffalo runs gaily through the prairie.

< 275h/333H 114v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 114v/152V Pos: standing >
Upon the Lush Grasses of The Field of Endolin
   The Fields of Endolin have been this large and wide open plain that lies
before you for centuries.  The entire area was once covered with tons of ice
and rock as the large glaciers moved south.  The ground was not scarred like
some of the canyons in the western regions but actually was leveled totally
flat.  The green grasses grow very well in the infertile soil of the prairie.
The grass is about all that grows here save an occasional weed.  One may travel
to the north or east.
Obvious exits: -North -East
A golden prairie dog sits here looking at your queerly.
A field mouse scurries through the grass here.
A wild horse stands here ready to go for a run.
A young buffalo runs gaily through the prairie.

< 275h/333H 113v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 113v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 113v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 275h/333H 114v/152V Pos: standing >
Upon the Field of Endolin
   The Field of Endolin is a very lush and healthy prairie.  The sod here has
grown solid with a tough looking grass.  The grass is a dark green and very
strong.  There are many trails leading off further onto the field.  There are
some buffalo chips lying on the ground.  It has been said by the older native
barbarians that the buffalo chips can be used as a fire starter.  There are
miles of prairie stretching out to the north.  One may travel in any direction.
Obvious exits: -North -East -South -West
A golden prairie dog sits here looking at your queerly.
A young buffalo runs gaily through the prairie.

< 276h/333H 113v/152V Pos: standing >
The Edge of a Great Wide Plain
   A large and spacious field opens up before you here.  The field is long and
very wide.  There are many tufts of lush green grass that can be seen even at
a very great distance.  The sky opens very wide above the field as there are
no trees at all to break up the skyline. One can see many miles of open prairie
to the north.  One may travel to the north into the field or south out of the
entire bowl shaped area.
Obvious exits: -North -South -West
A starving looking black wolf prowls the prairie here.
A large and hairy female buffalo grazes here.

< 276h/333H 111v/152V Pos: standing >
On the Vast Grassy Plain of Tentro
   This grassy plain seems to go on forever.  To the north the plain seems
to dip down into a depression, a bowl shaped area.  The region is normally
filled with wild animals, from buffalo to wild horses.  Most animals stay clear
of the city of Tentro for fear of being hunted.  Most people from Tentro do not
themselves hunt, but travelers and explorers often will leave the safety of the
city walls for the thrill of the hunt.  The city wall is still visible from
here, a large and impressive structure.  No trees grow on this vast prairie,
the sod is too thick to let any new plants come in.  There are some thin trails
leading to the north.  One may travel to the north or west from this point.
Obvious exits: -North -West

< 276h/333H 109v/152V Pos: standing >
Near the Eastern Wall of Tentro
   This large grassy field is a wild and untamed place.  The laws of nature
apply here, where the strong survive and the weak get devoured.  What lies
beyond the protective walls of Tentro can be deemed as unsafe.  The prairie
grasses that grow here are untouched by both man and iron plow.  The wild
nature of this field prevents any farming from taking place, its just too
risky.  The field stretches off into the distance, a hill dominating the
horizon.  One may travel back into Tentro through the gate to the west.  One
may travel to the east or north on the plain.
Obvious exits: -North -East -West#

< 276h/333H 107v/152V Pos: standing >
The gate seems to be closed.

< 276h/333H 108v/152V Pos: standing >
The gate seems to be closed.

< 276h/333H 109v/152V Pos: standing >
The gate seems to be closed.

< 276h/333H 109v/152V Pos: standing >
Ok.

< 276h/333H 111v/152V Pos: standing >
The Intersection of All Saints Boulevard and Longbow Avenue
   Longbow Avenue and All Saints Boulevard meet here in front of the eastern
gate of Tentro.  The wall affords a great deal of safety from the wild animals
and creatures that roam on the grassy plain.  There is a guards station on
either side of the large gate, proof positive of the steadfast determination
to keep Tentro a free and safe haven for those in need.  There are no permanent
wooden buildings here, only stone, to prevent any fires from breaking out this
near to such an important gate.  One may travel in any direction from this
point or east out of the gate and into the plain.
Obvious exits: -North -East -South -West

< 277h/333H 110v/152V Pos: standing >
Along All Saints Boulevard
   The grand boulevard continues here in front of the large merchants tent.
The tent is a large temporary structure made from thick rawhide and leather.
The tent is normally filled with merchants selling their goods from all over
the face of Duris.  The large tent flap is fastened open to allow customers in
at any time of the day.  Any grasses growing here have been trampled by the
steady flow of shoppers and browsers as the economy here in Tentro is very
well established.  One may enter the tent to the south or travel east or west
on this particular road.
Obvious exits: -East -South -West

< 277h/333H 109v/152V Pos: standing >
The Beginning of All Saints Boulevard
   All Saints Boulevard was first called that because of the tendancy of the
holy priests from the cathedral was to come to this small side street and bear
witness to those who had not yet met their God.  The extensive preaching that
the priests did led many of the citizens of this village out of the darkness
they once felt and gave them hope.  The street has been very meticulously
cleaned by the younger members of the church as a display of respect for the
long passed-away priests.  There are many nice shade trees and benches that
make this place very nice to walk around in.  One may travel east or west.
Obvious exits: -East -West
Thesaloneous, a Paladin of the _-=(Holy Order)=-_ walks here.

< 277h/333H 109v/152V Pos: standing >
A Four-Way Intersection on Green Plum Avenue
   Green Plum Avenue meets two other streets at this intersection:  The
southern walk of Tentro and All Saints Boulevard.  This large square formed by
the converging streets is a popular place for people to hang out in.  There
are many benches one may rest and converse on.  Large buildings loom in three
directions and the city wall rises to the southwest, the best protection one
can have from the savage forces located outside of Tentro.  Many strange smells
come from a nearby food vendor.  Many scholars claim that the original wall
that surrounded Tentro was located here, the part of the village to the south
was located outside of the protective wall.  That ancient wall has been long
gone and the nice intersection remains.  One may travel in any direction.
Obvious exits: -North -East -South -West

< 277h/333H 108v/152V Pos: standing >
Tentro's Southern Walkway
   The southern road continues here as it travels along the city wall.  The
road is covered with various forms of trash, some of which appear to have been
sitting here in the elements for months.  There are some tall tufts of weeds
that grow near to the wall.  Due to the fact there are so many buildings to
the north, this road is generally cool and protected from the beating power of
the sun.  The road is generally full of traders and merchants, but as of late
the amount of new trade that comes in is nearly non-existant.  One may travel
west or east from this point.
Obvious exits: -East -West
A common citizen walks through the streets here.

< 277h/333H 107v/152V Pos: standing >
The Southern Walk of Tentro
   The southern walk of Tentro is a very boring place.  There are no buildings
to speak of located here, just a loose assortment of shantys and of course the
southern wall of Tentro, a large and sturdy means of protection for the city.
The street itself is paved, but not well maintained.  There are many large
cracks and pieces of the pavement that have been removed completely.  The wall
casts its long shadow over this stret the majority of the time.  Small tufts
of grass grow near the structure to the north.  One may travel to the east or
south on the southern walk of Tentro.
Obvious exits: -East -West

< 277h/333H 106v/152V Pos: standing >
Someone suddenly attacks YOU!
A half-elf bard snaps into visibility.
A half-elf bard's pierce strikes you.

< 268h/333H 112v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 
< 268h/333H 112v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 You attempt to flee...
Tentro's Southern Walkway
   The southern road continues here as it travels along the city wall.  The
road is covered with various forms of trash, some of which appear to have been
sitting here in the elements for months.  There are some tall tufts of weeds
that grow near to the wall.  Due to the fact there are so many buildings to
the north, this road is generally cool and protected from the beating power of
the sun.  The road is generally full of traders and merchants, but as of late
the amount of new trade that comes in is nearly non-existant.  One may travel
west or east from this point.
Obvious exits: -East -West
A common citizen walks through the streets here.
You flee eastward!

< 268h/333H 86v/152V Pos: standing >
The Southern Walk of Tentro
   The southern walk of Tentro is a very boring place.  There are no buildings
to speak of located here, just a loose assortment of shantys and of course the
southern wall of Tentro, a large and sturdy means of protection for the city.
The street itself is paved, but not well maintained.  There are many large
cracks and pieces of the pavement that have been removed completely.  The wall
casts its long shadow over this stret the majority of the time.  Small tufts
of grass grow near the structure to the north.  One may travel to the east or
south on the southern walk of Tentro.
Obvious exits: -East -West
A half-elf bard is standing here, busy with his own matters.
A globe of darkness floats near a half-elf bard's head.

< 268h/333H 85v/152V Pos: standing >
The Southern Walk of Tentro
   This small road runs parallel to the large stone barricade that protects
the mountain village.  The small street is paved with well hewn stones and a
thick mortar to seal them together.  The street is quite clean and well
maintained by the many village workers.  There is a tight and dark alley that
heads between the buildings located to the north.  The tall village wall is
to your south and it looms over twenty feet tall at this point.  One may travel
to the north, east or west.
Obvious exits: -North -East -West

< 268h/333H 84v/152V Pos: standing >
A Side Path Between the City Wall and Buildings
   This side street runs in between the large building to the north and the
enormous city wall to the south.  Although this alley is paved with stones, it
has fallen into a pitiful state.  There has been a lot of trash thrown here by
both the guards who walk the wall above here and the passers by who drop any
garbage they happen to be carrying.  The men and women who goven this great
town have ordered the city maintenance people to sweep the trash up against the
city wall and then covered with straw or tarps.  One may travel either west or
east.
Obvious exits: -East -West

< 268h/333H 84v/152V Pos: standing >
A half-elf bard enters from the east.
A Narrow Side Street Between the City Wall and Some Buildings
   This narrow side street runs between the villages protective wall and a
wide assortment of different kinds of stone buildings to the north.  This small
walkway was once used only in times of war to transport both troops and water
along the cities wall.  The troops were often quickly rushed to the eastern
walls where invasions were the most likely.  The water was used when smarter
invaders would shoot flaming arrows over the wall and onto the wooden buildings
causing a great deal of havoc and general danger to the citizens.  The road is
now used as any other road, for the transportation of goods and people.  The
road is partially paved, but, for the most part, it is just paved with various
cobblestones.  One may travel west to the central path or east along the wall
road.
Obvious exits: -East -West
A common citizen walks through the streets here.

< 268h/333H 85v/152V Pos: standing >
A half-elf bard enters from the east.

< 268h/333H 85v/152V Pos: standing >
A commoner enters from the west.
A half-elf bard suddenly attacks YOU!
A half-elf bard's impressive pierce strikes you.

< 253h/333H 85v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 253h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 253h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 A half-elf bard parries your futile lunge at him.
You start chanting...

< 253h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: a half-elf bard sta EP: excellent >
 A half-elf bard snaps into visibility.
A half-elf bard's powerful pierce strikes you.
A half-elf bard's impressive pierce strikes you.
You dodge a half-elf bard's vicious attack.
A half-elf bard's impressive pierce strikes you.
A half-elf bard's powerful pierce strikes you hard.

< 187h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: a half-elf bard sta EP: excellent >
 You complete your spell...
A half-elf bard snaps into visibility.
[Damage: 77 ] Your concussion blast rips into a half-elf bard, shattering his soul!
A half-elf bard's tiny lightning enshrouded black earring [superior] is blasted by the negative energy!

< 187h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: a half-elf bard sta EP: few scratches >
 You start chanting...

< 187h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: someone sta EP: few scratches >
 You complete your spell...
A half-elf bard snaps into visibility.
[Damage: 73 ] Your concussion blast rips into a half-elf bard, shattering his soul!

< 187h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: a half-elf bard sta EP:  small wounds >
 Someone parries your futile lunge at him.
A half-elf bard snaps into visibility.

< 187h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: a half-elf bard sta EP:  small wounds >
 A half-elf bard snaps into visibility.
A half-elf bard's powerful pierce strikes you hard.
A half-elf bard's impressive pierce strikes you hard.
A half-elf bard's impressive pierce strikes you hard.
A half-elf bard's impressive pierce strikes you hard.

< 120h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: a half-elf bard sta EP:  small wounds >
 You start chanting...

< 120h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: someone sta EP:  small wounds >
 A half-elf bard snaps into visibility.
You suddenly see a half-elf bard's foot in your chest.

< 106h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: a half-elf bard sta EP:  small wounds >
 You complete your spell...
[Damage: 76 ] Your concussion blast rips into a half-elf bard, shattering his soul!
A Troll's disguise falls apart!

< 106h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: A Troll sta EP:  small wounds >
 
< 106h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: someone sta EP:  small wounds >
 You start chanting...

< 106h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: someone sta EP:  small wounds >
 You complete your spell...
A Troll snaps into visibility.
[Damage: 76 ] Your concussion blast rips into a Troll, shattering his soul!

< 106h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: nasty wounds E: A Troll sta EP:  few wounds >
 The sun rises over the northern horizon.
A Troll snaps into visibility.
A Troll's impressive pierce strikes you very hard.
A Troll's powerful pierce seriously wounds you.
A Troll's pierce seriously wounds you.
A Troll's pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!

< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: A Troll sta EP:  few wounds >
 
< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: someone sta EP:  few wounds >
 You don't have that spell memorized.

< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: someone sta EP:  few wounds >
 You don't have that spell memorized.

< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: someone sta EP:  few wounds >
 You don't have that spell memorized.

< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: someone sta EP:  few wounds >
 You miss someone.
A Troll snaps into visibility.

< 35h/333H 86v/152V Pos: standing >
< T: Clorin TP: sta TC: awful E: A Troll sta EP:  few wounds >
 A Troll snaps into visibility.
A Troll's powerful pierce causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You dodge a Troll's vicious attack.
A Troll's pierce hits you.
Your consciousness begins to fade in and out as your mortality slips away.....

< -7h/333H 86v/152V Pos: standing >
You are in pretty bad shape, unable to do anything!

< -7h/333H 86v/152V Pos: standing >