The death of [55 Huntsman] Revvvv (Grey Elf)

in The Bank of Charing

from the perspective of [55 Huntsman] Revvvv (Grey Elf)


The Inner Sanctum of Gendel Ginzi
   This is the inner sanctum of Gendel Ginzi.  It is a
circular chamber which is lighted by a few torches evenly
spaced within the room.  It is in this room that the great
ranger, Gendel Ginzi, resides and teaches young novices
the ways and life of the ranger.  The room is lightly
decorated.  There are a few quivers and arrows which hang
upon the northern wall of this room.  There is only one
exit out of this chamber.
Obvious exits: -South
This pair of boots awaits a deathdealer.
Two cubes of slime quiver here. (humming)
[2] An amazing earring lies here.
A beautiful glittering crown has been foolishly discarded here. (glowing) (humming)
A ring made of troll skin has been left here.
A bright, legendary axe floats several inches over the ground.
[2] an elven longsword has been left here.
An unwanted golden stud sits on the ground here. (illuminating)
[4] There is a small black hole in the ground here.
[6] A large wooden torch has been discarded here.
[6] A long steel sword is here in the dirt.
[15] A small bandage rests upon the ground here.
An elf commoner is standing here, going about his business.
Gendel Ginzi, the great ranger, stands here demonstrating a new skill.

< 1h/357H 119v/121V Pos: standing >
No-one by that name here...

< 2h/357H 121v/121V Pos: standing >

< 3h/357H 121v/121V Pos: standing >

< 5h/357H 121v/121V Pos: standing >
A elf commoner gets a large wooden torch.
A elf commoner puts a large wooden torch into a rugged adventurers satchel.

< 6h/357H 121v/121V Pos: standing >
A elf commoner gets a large wooden torch.
A elf commoner puts a large wooden torch into a rugged adventurers satchel.

< 7h/357H 121v/121V Pos: standing >
A elf commoner gets a large wooden torch.
A elf commoner puts a large wooden torch into a rugged adventurers satchel.

< 9h/357H 121v/121V Pos: standing >
Skill
1h piercing                   95
1h slashing                  100
awareness                     80
bandage                      100
blade barrage                100
blindfighting                 85
carve                        100
clerical spell knowledge      80
climb                         80
double attack                 95
dual wield                   100
fishing                      100
hide                          80
kick                          80
meditate                      80
mount                         90
parry                        100
quick chant                   70
ranged weapons               100
rescue                        80
retreat                       85
riposte                      100
salvage                      100
sorcerous spell knowledge     80
springleap                   100
surprise                     100
swim                          90
switch opponents              85
track                        100
trap                         100
triple attack                 95
unarmed damage                80
vicious attack            (obtained at level 56)

< 10h/357H 121v/121V Pos: standing >
The Inner Sanctum of Gendel Ginzi
Obvious exits: -South
This pair of boots awaits a deathdealer.
Two cubes of slime quiver here. (humming)
[2] An amazing earring lies here.
A beautiful glittering crown has been foolishly discarded here. (glowing) (humming)
A ring made of troll skin has been left here.
A bright, legendary axe floats several inches over the ground.
[2] an elven longsword has been left here.
An unwanted golden stud sits on the ground here. (illuminating)
[4] There is a small black hole in the ground here.
[3] A large wooden torch has been discarded here.
[6] A long steel sword is here in the dirt.
[15] A small bandage rests upon the ground here.
An elf commoner is standing here, going about his business.
Gendel Ginzi, the great ranger, stands here demonstrating a new skill.

< 11h/357H 121v/121V Pos: standing >
A elf commoner gets a large wooden torch.
A elf commoner puts a large wooden torch into a rugged adventurers satchel.

< 11h/357H 121v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Supply Shoppe
</map>

<map>
Zone: Charing.
Room: The Supply Shoppe
</map>
The Supply Shoppe
  In this rather large chamber of the guild of rangers,
many of the adventuring tools and weapons for use by
rangers can be found on display.   The shopkeeper of
of this shoppe has taken great time to organize his
items for sale. One can buy many an item to help the
novice ranger in his quest to safeguard the rest of the
elven race.  There are exits in two directions which
lead deeper into the guild.
Obvious exits: -North -East 
Fresh blood covers everything in the area.
Antwin, the shopkeeper, is here organizing his items for sale.

< 11h/357H 120v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Hall of Combat
</map>
The Hall of Combat
   This large chamber of the guild of rangers serves as the
Hall of Combat.   Along the walls of this chamber, many different
weapons can be found hanging of iron hooks set into the granite
walls.  This room is used by novice rangers to sharpen their
hunting, casting, warrior and other physical skills.  Excellence
must be achieved before heading into the realms filled with many
different dangers.  Young rangers are often found in here at all
hours learning how to survive in a world filled with danger.
There are exits into two directions leading deeper into the
guild.
Obvious exits: -East  -West 

< 12h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Room of Spirituality and Magic
</map>
The Room of Spirituality and Magic
   In this large room of the guild of rangers, many rangers
seek to master their skills of casting.  The art of spellcraft
for rangers involves casting both magic-user and cleric spells.
Several target dummies are along the walls here.  There is a
large circular table in the center of the room.  There are
a variety of different reference texts and tomes which are
occasionally consulted by practicing rangers.  There are
two exits leading away from this room.
Obvious exits: -North -West 

< 12h/357H 118v/121V Pos: standing >
Zone Name: Charing                       
Average mob level in zone: 18
 
< 12h/357H 120v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Bar of Nature's Secret
</map>

<map>
Zone: Charing.
Room: The Bar of Nature's Secret
</map>
The Bar of Nature's Secret
   In this bar named "Nature's Secret,"  the local speciality
is served to all its patrons.  This wooden bar, set into the
far eastern wall, is a site where many rangers can be found
relaxing and drinking their worries away.  There is always
a tale to be heard about some battle or gossip which has
begun to spread through the city of Charing.
Obvious exits: -South -West #
A few drops of fresh blood are scattered around the area.
(Q)An elven ranger, with a mug in hand, is here tending the guild bar.

< 13h/357H 120v/121V Pos: standing >
Ok.

< 13h/357H 120v/121V Pos: standing >

<map>
Zone: Charing.
Room: Entrance to the Rangers' Guild of Charing
</map>
Entrance to the Rangers' Guild of Charing
   This wooden building, composed of mighty oak trees, gives
the rangers of Charing a safe and secure place to meet, train
and hold council.  This wooden establishment has large double
doors that are decorated with a variety of different emblems.
Around the double doors, the frame is carved with an intricate
design.  There are the sounds of chatter coming from inside
this building.
Obvious exits: -North -East 

< 13h/357H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 13h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A large sign rests on a pole near the building
to the north.  It reads "Welcome to the Stables of Charing."
The sounds of horses neighing can be heard coming from the
stables. There is also an awful stench that one quickly notices
here.  Many ranger elves seem to be heading to the south of
here towards a large type building.  The trail continues in
two directions from this advantage point.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
An elf commoner is standing here, going about his business.

< 14h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A house of sorts can be seen to the south of the
trail here.   There is a  faint, almost distant, crying sound
can be heard coming from inside this house.
Obvious exits: -East  -South# -West 

< 14h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  There are two large sign which rests on poles
near their respective building. The sign to the north reads
"Welcome to the Magic Store of Charing" while the sign to the
south reads "Welcome to the Weapons Shop."  The sounds of metal
clanging can be heard coming from the building to the south.
The trail continues in two directions from this advantage point.
Obvious exits: -North -East  -South -West 

< 14h/357H 118v/121V Pos: standing >
You quickly scan the area.
A baby elf who is close by to your north.
Barantoosil who is close by to your north.
A elf commoner who is close by to your east.
The Charing Quartermaster who is in the distance to your east.
The great oak tree who is in the distance to your east.
The weaponsmith who is close by to your south.
A white rabbit who is close by to your west.

< 14h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The City Dump
</map>

<map>
Zone: Charing.
Room: The City Dump
</map>
The City Dump
   This area in the woods has a strange glowing magic portal that glows
brightly.  Elves from all over the city come here and drop their unwanted
goods in this dump.
Obvious exits: -East 
Puddles of fresh blood cover the ground.
A white rabbit hops around here, wiggling its nose.

< 15h/357H 120v/121V Pos: standing >
You quickly scan the area.
A elf commoner who is not far off to your east.

< 15h/357H 120v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  There are two large sign which rests on poles
near their respective building. The sign to the north reads
"Welcome to the Magic Store of Charing" while the sign to the
south reads "Welcome to the Weapons Shop."  The sounds of metal
clanging can be heard coming from the building to the south.
The trail continues in two directions from this advantage point.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 15h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Weapon Shop of Charing
</map>

<map>
Zone: Charing.
Room: The Weapon Shop of Charing
</map>
The Weapon Shop of Charing
   This shop, composed of carved out rock, contains several
ante-chambers that are behind the counter.  A huge rack of
weapons are on display here, and the smell of worked metal
is heavy in the air.  On the counter, there is a small sign
where there is a welcome message of sorts.  The floor of
this building is covered in a red rug.  There is only one
exit out of this building.
Obvious exits: -North
Puddles of fresh blood cover the ground.
A small, red-hot forging furnace has been set up here. (humming)
The elven weaponsmith stands here polishing a sword.

< 15h/357H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 15h/357H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 15h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  There are two large sign which rests on poles
near their respective building. The sign to the north reads
"Welcome to the Magic Store of Charing" while the sign to the
south reads "Welcome to the Weapons Shop."  The sounds of metal
clanging can be heard coming from the building to the south.
The trail continues in two directions from this advantage point.
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.

< 15h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A house of sorts can be seen to the south of the
trail here.   There is a  faint, almost distant, crying sound
can be heard coming from inside this house.
Obvious exits: -East  -South# -West 
A few drops of fresh blood are scattered around the area.
An elf commoner is standing here, going about his business.

< 16h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A large sign rests on a pole near the building
to the north.  It reads "Welcome to the Stables of Charing."
The sounds of horses neighing can be heard coming from the
stables. There is also an awful stench that one quickly notices
here.  Many ranger elves seem to be heading to the south of
here towards a large type building.  The trail continues in
two directions from this advantage point.
Obvious exits: -North -East  -South -West 
Puddles of fresh blood cover the ground.

< 16h/357H 119v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A house of sorts can be seen to the north of the
trail here.  It seems to be formed from trees.  The sounds of
cats meowing and the hissing of snakes is quite near to here.
The trail continues in two directions from this advantage
point.
Obvious exits: -North# -East  -West 

< 16h/357H 118v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Trail of Tears
</map>
The Trail of Tears
   Beautiful weeping willow trees run all long the trail here.
They come together overhead to form a graceful canopy covering
the trail.  This is perhaps one of the most breathtaking paths
in the city.  A large sign rests on a pole near the building
to the south.  It reads "Welcome to the Blue Dragon Restaurant."
There are the sounds of chatter coming from that building.
The trail continues in two directions from this advantage
point.
Obvious exits: -East  -South -West 

< 16h/357H 117v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Center of Charing
</map>

<map>
Zone: Charing.
Room: The Center of Charing
</map>
The Center of Charing
   The surrounding roads intersect in this large city center.
The city center serves as a general meeting place where many
elves and visiting centaurs can always be seen congregating. In
the center of this area,  a large fountain has been erected in
the shape of a beautiful mermaid blowing water from her mouth.
The general surrounding areas are kept clean by the many
street workers who pick up debris.  There are exits in all
directions leading deeper into the city.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
In the shape of a mermaid, this fountain is filled with clear water.
The Charing Quartermaster stands here.
The great oak tree stands here providing safty to all.

< 16h/357H 117v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  A sign
along the western part of the road reads "Welcome to Alkatia's
Fletcher Shop."  The road provides access to the large palace
which lies further to the north.  There are exits all around
leading deeper into the city.
Obvious exits: -North -South -West 

< 16h/357H 117v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  The bank of
Charing lies in the establishment to the west while the Inn of
Charing lies to the east.  There are exits all around leading
deeper into the city.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A snake slithers through here, tongue flicking.

< 16h/357H 116v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  Just to the
north beyond the white gates, there is a small garden of sorts.
Many animals can be seen frolickling within these grounds.
There are exits all around leading deeper into the city.
Obvious exits: -North -South# -Southwest -Southeast

< 16h/357H 115v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  The bank of
Charing lies in the establishment to the west while the Inn of
Charing lies to the east.  There are exits all around leading
deeper into the city.
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
A snake slithers through here, tongue flicking.

< 17h/357H 117v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  A sign
along the western part of the road reads "Welcome to Alkatia's
Fletcher Shop."  The road provides access to the large palace
which lies further to the north.  There are exits all around
leading deeper into the city.
Obvious exits: -North -South -West 
Fresh blood covers everything in the area.

< 17h/357H 116v/121V Pos: standing >

<map>
Zone: Charing.
Room: Alkatia's Fletcher Shop
</map>

<map>
Zone: Charing.
Room: Alkatia's Fletcher Shop
</map>
Alkatia's Fletcher Shop
   This shop is rather larger than most shops in Charing.
Many elves pay visit to this shop daily to stock up on arrows
of various makes.  This fine shop contains all mannor of tools
used for the creation and repair of the fine elven bow and long
bow.  There is only one exit out of this store.
Obvious exits: -East 
Fresh blood splatters cover the area.
A white rabbit hops around here, wiggling its nose.
A snake slithers through here, tongue flicking.
Alkatia stands here working on a new bow

< 17h/357H 116v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  A sign
along the western part of the road reads "Welcome to Alkatia's
Fletcher Shop."  The road provides access to the large palace
which lies further to the north.  There are exits all around
leading deeper into the city.
Obvious exits: -North -South -West 
Fresh blood splatters cover the area.

< 17h/357H 117v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Way of the Royals
</map>

<map>
Zone: Charing.
Room: The Way of the Royals
</map>
The Way of the Royals
   This Way of the Royals is a central roadway in the City of
Charing.  It runs in a north-south direction in the center of
the city.  This central pathway of the City of Charing is well
used by the many citizens and visitors.  Many important
establishments can found along this Way of Royals.  The bank of
Charing lies in the establishment to the west while the Inn of
Charing lies to the east.  There are exits all around leading
deeper into the city.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
A snake slithers through here, tongue flicking.

< 17h/357H 116v/121V Pos: standing >

<map>
Zone: Charing.
Room: The Bank of Charing
</map>

<map>
Zone: Charing.
Room: The Bank of Charing
</map>
The Bank of Charing
   Another large oak tree has been carved to form this bank
of Charing.   The entire heart of the tree has formed this
large room which serves to handle all money flows within
the city.  A large counter lies along the west wall where
a bank attendant can be found at most hours of the day.
Behind the counter, there is a well guarded safe.  There
is only one exit out of the bank.
Obvious exits: -East 
Puddles of fresh blood cover the ground.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
[2] A steel long sword has been left here.
[2] A steel short sword lies discarded here.
A warhammer with a sturdy-looking steel head lies here.
[2] A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A large wooden counter is here, with a sign posted on it.
A white rabbit hops around here, wiggling its nose.
Imni, the elven banker, stands here ready to complete another transaction.

< 17h/357H 115v/121V Pos: standing >

< 18h/357H 118v/121V Pos: standing >

3rd CIRCLE:
detect evil                
detect good                
detect magic               

4th CIRCLE:
protection from animals    
protection from evil       

5th CIRCLE:
barkskin                   
invigorate                 

6th CIRCLE:
cure blind                 
sense life                 

7th CIRCLE:
infravision                

8th CIRCLE:
endurance                  

9th CIRCLE:
farsee                     
haste                      

10th CIRCLE:
dazzle                     
tree                       

11th CIRCLE:
animal vision              
blur                       


< 20h/357H 121v/121V Pos: standing >
Skill
1h piercing                   95
1h slashing                  100
awareness                     80
bandage                      100
blade barrage                100
blindfighting                 85
carve                        100
clerical spell knowledge      80
climb                         80
double attack                 95
dual wield                   100
fishing                      100
hide                          80
kick                          80
meditate                      80
mount                         90
parry                        100
quick chant                   70
ranged weapons               100
rescue                        80
retreat                       85
riposte                      100
salvage                      100
sorcerous spell knowledge     80
springleap                   100
surprise                     100
swim                          90
switch opponents              85
track                        100
trap                         100
triple attack                 95
unarmed damage                80
vicious attack            (obtained at level 56)

< 20h/357H 121v/121V Pos: standing >
A white rabbit leaves east.

< 20h/357H 121v/121V Pos: standing >
A snake enters from the east.

< 22h/357H 121v/121V Pos: standing >
An elven woman enters from the east.

< 24h/357H 121v/121V Pos: standing >
An elven woman attempts to flee.
An elven woman leaves east.

< 31h/357H 121v/121V Pos: standing >

< 46h/357H 121v/121V Pos: standing >
Skill
1h piercing                   95
1h slashing                  100
awareness                     80
bandage                      100
blade barrage                100
blindfighting                 85
carve                        100
clerical spell knowledge      80
climb                         80
double attack                 95
dual wield                   100
fishing                      100
hide                          80
kick                          80
meditate                      80
mount                         90
parry                        100
quick chant                   70
ranged weapons               100
rescue                        80
retreat                       85
riposte                      100
salvage                      100
sorcerous spell knowledge     80
springleap                   100
surprise                     100
swim                          90
switch opponents              85
track                        100
trap                         100
triple attack                 95
unarmed damage                80
vicious attack            (obtained at level 56)

< 47h/357H 121v/121V Pos: standing >
A snake leaves east.

< 57h/357H 121v/121V Pos: standing >

< 58h/357H 121v/121V Pos: standing >
Autosaving...

< 60h/357H 121v/121V Pos: standing >
Pok starts casting an offensive spell.

< 61h/357H 121v/121V Pos: standing >
Pok completes his spell...
Pok utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 19h/357H 121v/121V Pos: standing >
You resist the effects of Pok's spell!

< 19h/357H 121v/121V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!