The death of [53 Pale Wave] Soldragon (Devil)

in The Ogre's Foot Lounge

from the perspective of [56 Necrolyte] Zloin The Empire (Kobold)

<worn as a badge>    a glass pyramid
<worn on head>       halo of the maelstrom
<worn on eyes>       the eyepatch of immortality (magic) (glowing)
<worn in ear>        an enchanted earring of constitution
<worn in ear>        a tiny orb of obsidian (magic)
<worn on face>       a white hot mask of living flame (glowing)
<worn around neck>   a cloak of dragons (magic) (glowing)
<worn around neck>   a stylish dragonscale collar
<worn on body>       a robe of a Netheril Battle Mage (magic) (humming)
<worn about body>    the robe of Lost Souls (magic)[239h 42m 36s]
<worn on back>       an embroidered illithid-hide backsheath (magic)
<worn on tail>       a twined dragonscale tail protector
<worn as quiver>     an unique silver quiver from The Jade Empire
<worn about waist>   a belt of skulls of endurance (magic)
<worn on belt buckle>a soul sceptre [superior] with a strange dark bloodstone (magic) (glowing)
<attached to belt>   a tome of wizardry
<attached to belt>   a midnight blue tome with silver bindings (glowing)
<worn on arms>       the sleeves of sorcery (magic) (glowing)
<worn around wrist>  the ancestral bracelet of Sevenoaks (magic)
<worn around wrist>  a bracelet of influence [superior] (magic)
<worn on hands>      some ancient Tukluk spellshield gloves
<worn on finger>     a gleaming platinum ring of endurance (magic)
<worn on finger>     a yellow ring of chrysoberyl [poor] (magic)
<primary weapon>     'Mayhem', chaotic sword of the night (magic) (humming)[239h 42m 36s]
<held>               the globe of shadows (invis) (magic)[239h 42m 36s]
<worn on legs>       some angel feather leggings [poor] (magic)
<worn on feet>       some boots of enchantment [superior] (glowing) [83%]

You start chanting...
You snap into visibility.

< 666h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 A militia guard enters from the north.
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!
You miss a Devil.
A Devil dodges your futile attack.
A Devil dodges your futile attack.
You snap into visibility.
A Devil attempts to flee.
A Devil leaves south.

< 666h/897H 174v/174V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 666h/897H 174v/174V Pos: standing >
Hooked settles to her knees.

< 666h/897H 174v/174V Pos: standing >
A Devil enters from the south.
Hooked rises to her feet.

< 666h/897H 174v/174V Pos: standing >
Road beneath the Gate Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the southern defense tower of the
Tharnadian eastern gates.  The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up
Hooked enters from the north.

< 666h/897H 173v/174V Pos: standing >
Slay whom?

< 666h/897H 173v/174V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A soft leather jacket has been discarded here.
Some leather leggings were left here.
A pair of blacksteel boots stand here.
A small wooden shield is lying on the ground.
The corpse of an elite guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of an elite guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of an elite guard is lying here.
The corpse of a militia guard is lying here.
[2] The corpse of a stray cat is lying here.
A young man in leather armor seems to be patrolling the walls.
Hooked enters from the south.

< 666h/897H 172v/174V Pos: standing >
A militia guard suddenly attacks Hooked!
A militia guard misses Hooked.
Slay whom?

< 666h/897H 172v/174V Pos: standing >
Slay whom?

< 666h/897H 174v/174V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A street sweeper who is close by to your north.
A stray dog who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
A homeless peasant who is a brief walk away to your east.
A Devil who is in the distance to your west.

< 666h/897H 174v/174V Pos: standing >
You start chanting...
You snap into visibility.

< 666h/897H 174v/174V Pos: standing >
Hooked's impressive punch causes a militia guard to grimace in pain.
Hooked's impressive punch hits a militia guard.
A militia guard is mortally wounded, and will die soon, if not aided.
Hooked punches a militia guard to death.
A militia guard is dead! R.I.P.
You receive your share of experience.
A militia guard's death cry reverberates in your head as he falls to the ground.
You abort your spell before it's done!

< 667h/897H 174v/174V Pos: standing >

< 667h/897H 174v/174V Pos: standing >
You sit down and relax.

< 667h/897H 174v/174V Pos: sitting >
You currently have the following spell slots available:
  1st circle:  7 of 12   (   3 seconds)
  2nd circle: 11 of 11
  3rd circle: 10 of 10
  4th circle:  9 of  9
  5th circle:  7 of  8   (   1 seconds)
  6th circle:  5 of  7   (   4 seconds)
  7th circle:  6 of  6
  8th circle:  5 of  6   (   2 seconds)
  9th circle:  2 of  5   (   7 seconds)
 10th circle:  5 of  5
 11th circle:  4 of  4
 12th circle:  1 of  1
You begin to invoke evil and assimilate the powers of darkness.

< 667h/897H 174v/174V Pos: sitting >
You start meditating...

< 667h/897H 174v/174V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 667h/897H 174v/174V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 667h/897H 174v/174V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 668h/897H 174v/174V Pos: sitting >
You feel infused by 1st circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 668h/897H 174v/174V Pos: sitting >
You clamber to your feet.

< 668h/897H 174v/174V Pos: standing >
You shout 'get some eq on you tard!'

< 668h/897H 174v/174V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
Hooked enters from the east.

< 668h/897H 173v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
Hooked enters from the east.

< 668h/897H 172v/174V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
Hooked enters from the east.

< 668h/897H 171v/174V Pos: standing >

< 669h/897H 173v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
Hooked enters from the east.

< 669h/897H 173v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  The bazaar continues to the
south and east.
Obvious exits: -East -South
A wooden stall stands here, goods displayed upon its counter.
A young woman is passing by here, shopping the bazaar.(Gold Aura)
Tall and mysterious, this cloaked merchant stands behind her stall.
Hooked enters from the south.

< 669h/897H 172v/174V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
The commoner who is close by to your east.
A human merchant who is not far off to your south.
A peddler who is not far off to your south.

< 669h/897H 172v/174V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
Hooked enters from the north.

< 669h/897H 173v/174V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Hooked enters from the east.

< 669h/897H 172v/174V Pos: standing >
Alas, you cannot go that way. . . .

< 669h/897H 172v/174V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
Hooked enters from the south.

< 669h/897H 172v/174V Pos: standing >
You quickly scan the area.
A large rat who is close by to your north.
A street sweeper who is close by to your north.
A human merchant who is not far off to your north.
A stray cat who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A religious zealot who is close by to your west.
A militia guard who is close by to your west.
A street sweeper who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A large rat who is not far off to your west.
A young cleric who is not far off to your west.
A large rat who is not far off to your west.
A stray dog who is not far off to your west.
A young cleric who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A militia guard who is rather far off to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.

< 669h/897H 173v/174V Pos: standing >
The great fountain of Tharnadia lies west.
You extend your sights westward.
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large wandering dog is here, growling at you.
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 669h/897H 174v/174V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large wandering dog is here, growling at you.
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
A young man in leather armor seems to be patrolling the area.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
Hooked enters from the east.

< 670h/897H 173v/174V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
Hooked enters from the north.

< 670h/897H 172v/174V Pos: standing >
A militia guard enters from the north.

< 670h/897H 172v/174V Pos: standing >
A militia guard suddenly attacks Hooked!
A militia guard's feeble punch grazes Hooked.
You quickly scan the area.
A large rat who is close by to your north.
A stray dog who is close by to your north.
A religious zealot who is close by to your north.
A street sweeper who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Devil who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 670h/897H 172v/174V Pos: standing >
You quickly scan the area.
A large rat who is close by to your north.
A stray dog who is close by to your north.
A religious zealot who is close by to your north.
A street sweeper who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Devil who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 670h/897H 174v/174V Pos: standing >
A spiral oak staircase leads to the inn.
You extend your sights upward.
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
A large sign hangs from the front of the counter here.
A Devil (huge) sits resting.(Gold Aura)
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.(Gold Aura)

< 670h/897H 174v/174V Pos: standing >
Hooked's impressive punch strikes a militia guard.
Hooked's punch strikes a militia guard.
A militia guard dodges Hooked's attack.
Hooked's fine punch strikes a militia guard.
Hooked's fine punch strikes a militia guard.
Hooked's impressive punch strikes a militia guard very hard.
Hooked's fine punch strikes a militia guard hard.
Hooked's fine punch strikes a militia guard hard.
Hooked's impressive punch strikes a militia guard very hard.
Hooked misses a militia guard.
Ok.

< 670h/897H 174v/174V Pos: standing >
It's already closed!

< 670h/897H 174v/174V Pos: standing >

< 670h/897H 174v/174V Pos: standing >
A militia guard's feeble punch grazes Hooked.
A militia guard's punch grazes Hooked.
A militia guard misses Hooked with a clumsy kick.

< 670h/897H 174v/174V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -North# -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
A militia guard stands here, fighting Hooked.
Hooked Magister Equitum of The Empire (Devil)(huge) stands in mid-air here, fighting a militia guard.(Red Aura)

< 670h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
Hooked's fine punch strikes a militia guard very hard.
Hooked's impressive punch seriously wounds a militia guard.
Hooked's punch seriously wounds a militia guard.
Hooked's fine punch seriously wounds a militia guard.
Hooked's fine punch enshrouds a militia guard in a mist of blood.
Hooked's punch causes a militia guard to grimace in pain.
Hooked's fine punch hits a militia guard.
A militia guard is mortally wounded, and will die soon, if not aided.
Hooked punches a militia guard in the throat, he chokes, gasps and dies.
A militia guard is dead! R.I.P.
You receive your share of experience.
A militia guard's death cry reverberates in your head as he falls to the ground.

< 671h/897H 174v/174V Pos: standing >
You start chanting...

< 671h/897H 174v/174V Pos: standing >
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!
The chilling cold causes a Devil to stammer, apparently weakened.

< 671h/897H 174v/174V Pos: standing >
You start chanting...

< 671h/897H 174v/174V Pos: standing >
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 671h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!
A Devil enters from above.
Hooked suddenly attacks a Devil!
Hooked's punch wounds a Devil.

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
It's already closed!

< 672h/897H 174v/174V Pos: standing >
The sphere circling you darts in front of a Devil's assault, absorbing its magic and leaving you unharmed!
The last sphere protecting you disappears.
You snap into visibility.
Your life energy was drained, leaving you a bit shaken.
Sorry, you aren't allowed to do that in combat.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You start chanting...
You snap into visibility.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  small wounds >
 You complete your spell...
[Damage: 106 ] You drain a Devil of some of his energy.
A Devil dodges Hooked's attack.
Hooked's feeble punch grazes a Devil.
A Devil dodges Hooked's attack.
A Devil dodges Hooked's attack.
Hooked's weak punch grazes a Devil.
Hooked's weak punch grazes a Devil.
A Devil dodges Hooked's attack.
Hooked's weak punch grazes a Devil.

< 672h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 The town crier shouts 'We can use all the warriors and fighters there is!'
The town crier shouts 'Force those evils back into the Underdark where they belong.'
You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your life energy was drained, leaving you a bit shaken.
A Devil misses Hooked.
A Devil misses Hooked.
A Devil misses Hooked.
A Devil misses Hooked.
Hooked snaps into visibility.

< 502h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...
You snap into visibility.

< 502h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You snap into visibility.
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!

< 502h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You snap into visibility.
You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your life energy was drained, leaving you a bit shaken.

< 328h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...

< 328h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You complete your spell...
You feel the powers of darkness strengthen you!

< 577h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 The aura of displacement around a Devil absorbs most of the assault!
Hooked snaps into visibility.
Hooked's feeble punch grazes a Devil.
A Devil dodges Hooked's attack.
Hooked's decent punch wounds a Devil.
Hooked's punch wounds a Devil.
A Devil dodges Hooked's attack.
A Devil dodges Hooked's attack.
Hooked's weak punch grazes a Devil.
A Devil dodges Hooked's attack.
Hooked's weak punch grazes a Devil.

< 577h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
Your fiery blast strikes a Devil full on!
Your spell flows around a Devil, leaving him unharmed!

< 577h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...
Hooked starts to chant in a deep voice.
Hooked snaps into visibility.
Hooked lunges at a Devil striking his chest, leaving him slightly dazed!

< 577h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You snap into visibility.
You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your life energy was drained, leaving you a bit shaken.

< 407h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You complete your spell...
You feel the powers of darkness strengthen you!

< 643h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...

< 643h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You complete your spell...
You feel the powers of darkness strengthen you!

< 897h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 A Devil dodges Hooked's attack.
The aura of displacement around a Devil absorbs most of the assault!
Hooked snaps into visibility.
Hooked's feeble punch grazes a Devil.
Hooked's weak punch grazes a Devil.
Hooked's weak punch grazes a Devil.
Hooked's weak punch grazes a Devil.
Hooked's weak punch grazes a Devil.
Hooked's weak punch grazes a Devil.
A Devil dodges Hooked's attack.
Hooked's crude punch wounds a Devil.
A Devil dodges Hooked's attack.

< 897h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...
You snap into visibility.

< 897h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 [Damage: 31 ] Flames smother a Devil, searing and baking him.
Hooked gracefully whirls around a Devil's attack.
A Devil misses Hooked.
Hooked gracefully whirls around a Devil's attack.
Hooked snaps into visibility.

< 907h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You complete your spell...
Your spell flows around a Devil, leaving him unharmed!
You miss a Devil.
A Devil dodges your futile attack.
A Devil dodges your futile attack.
A Devil dodges your futile attack.
You snap into visibility.

< 907h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You start chanting...
You snap into visibility.

< 907h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  few wounds >
 You complete your spell...
[Damage: 95 ] Your concussion blast rips into a Devil, shattering his soul!

< 938h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 Hooked snaps into visibility.
Hooked's decent punch strikes a Devil.
Hooked's crude punch strikes a Devil.
A Devil dodges Hooked's attack.
Hooked's weak punch grazes a Devil.
A Devil dodges Hooked's attack.
Hooked's weak punch wounds a Devil.
Hooked's weak punch wounds a Devil.
A Devil dodges Hooked's attack.
A Devil dodges Hooked's attack.

< 938h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 You start chanting...
You snap into visibility.

< 938h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your life energy was drained, leaving you a bit shaken.

< 777h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP:  nasty wounds >
 'Mayhem', chaotic sword of the night whispers into your mind 'Serve me well, and you shall be given unimaginable power!'
'Mayhem', chaotic sword of the night glows brightly for a moment.
[Damage: 31 ] Flames smother a Devil, searing and baking him.
You complete your spell...
Your spell flows around a Devil, leaving him unharmed!
Hooked gracefully whirls around a Devil's attack.
Hooked nimbly swivels out of the path of a Devil's attack.
A Devil misses Hooked.
Hooked gracefully whirls around a Devil's attack.
Hooked snaps into visibility.

< 787h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You miss a Devil.
You miss a Devil.
A Devil dodges your futile attack.
You snap into visibility.

< 787h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You start chanting...
You snap into visibility.

< 787h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You complete your spell...
Your spell flows around a Devil, leaving him unharmed!

< 787h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You feel less energetic as a Devil drains you.
OUCH!  That really did HURT!
Your twined dragonscale tail protector is blasted by the negative energy!
Your life energy was drained, leaving you a bit shaken.

< 627h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 Hooked begins moving into position for a combination...

< 627h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 A Devil dodges Hooked's attack.
Hooked snaps into visibility.
Hooked's punch wounds a Devil.
The aura of displacement around a Devil absorbs most of the assault!
Hooked's feeble punch grazes a Devil.
Hooked's weak punch wounds a Devil.
Hooked's weak punch wounds a Devil.
A Devil dodges Hooked's attack.
Hooked's punch wounds a Devil.
Hooked's punch grazes a Devil.
You start chanting...
You snap into visibility.

< 627h/897H 174v/174V Pos: standing >
< T: Hooked TP: sta TC:excellent E: A Devil sta EP: pretty hurt >
 You complete your spell...
[Damage: 98 ] Your concussion blast rips into a Devil, shattering his soul!
A Devil attempts to flee.
A Devil leaves down.

< 659h/897H 174v/174V Pos: standing >
You snap into visibility.
[Damage: 25 ] Flames smother a Devil, searing and baking him.

< 667h/897H 174v/174V Pos: standing >
You feel your skin soften and return to normal.

< 667h/897H 174v/174V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 667h/897H 174v/174V Pos: standing >
You start chanting...

< 667h/897H 174v/174V Pos: standing >
A Devil enters from below.

< 667h/897H 174v/174V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!

< 867h/897H 174v/174V Pos: standing >
Hooked suddenly attacks a Devil!
Hooked snaps into visibility.
Hooked's fine punch causes a Devil to grimace in pain.

< 867h/897H 174v/174V Pos: standing >
It's already closed!

< 867h/897H 174v/174V Pos: standing >
Hooked's limbs begin to blur...
The aura of displacement around a Devil absorbs most of the assault!
Hooked snaps into visibility.
Hooked spins around on her foot and swings at a Devil with her leg...
...then spins around and roundkicks a Devil in the solar plexus...
A Devil is stunned!
...then feigns low and in a blur of speed leaps into the air and lands a swift roundkick to his head.
a Devil topples to the ground, her neck broken.
A Devil is dead! R.I.P.
You receive your share of experience.