The death of [56 Necrolyte] Clorin (Githzerai)

in Keats Street

from the perspective of [56 Necrolyte] Clorin (Githzerai)

<worn on head>       a golden circlet [poor] (magic)
<worn on eyes>       a pair of glasses [poor] (invis) (magic) (humming)
<worn in ear>        a magical rune earring (magic) [76%]
<worn in ear>        an earring of pure gold [superior] (magic)
<worn on face>       a shaman ritual mask [superior]
<worn about body>    a winged riding blanket [poor]
<worn about waist>   a thin leather belt
<worn on arms>       the sleeves of the swamp troll [superior]
<held as shield>     a well-polished mithril body shield [superior] (illuminating)
<worn around wrist>  a twisted nether crystal bracelet (magic) (glowing)
<worn around wrist>  a glowing emerald bracelet [poor] (glowing) (humming)
<worn on hands>      a pair of brown leather gloves
<worn on finger>     an enchanted ring of stone (magic)
<worn on finger>     a humming sapphire ring
<worn on legs>       a pair of insulated pants [superior]
<worn on feet>       a pair of purple stained boots [poor]

 
   ...+..M   .    
  ....+... M ..   
 M^...M...M  M..  
 .M^..+........^  
 ...M.+.@^.M.^^.  
 *.^.^+..^.....^  
 ++++++.....^...  
  ***.+......^.   
   ..^+....^..    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 17v/133V Pos: standing >
 
   ....+..M       
  M....+... M .   
 ^M^...M...M  M.  
 ^.M^..+........  
 ....M.+@.^.M.^^  
 **.^.^+..^.....  
 +++++++.....^..  
  ****.+......^   
   ...^+....^.    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 15v/133V Pos: standing >
 
   .....+..M      
  MM....+... M    
 .^M^...M...M  M  
 ^^.M^..+.......  
 *....M.@..^.M.^  
 ^**.^.^+..^....  
 ++++++++.....^.  
  .****.+......   
   ....^+....^    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 588h/526H 13v/133V Pos: standing >
 
   ^.....+..M     
  ^MM....+... M   
 ..^M^...+...M    
 .^^.M^..M......  
 **....M@+..^.M.  
 *^**.^.^+..^...  
 +++++++++.....^  
  *.****.+.....   
   *....^+....    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 12v/133V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 588h/526H 13v/133V Pos: standing >
The mountains are too treacherous to be scaled.  Find another way to pass them.

< 588h/526H 13v/133V Pos: standing >
 
   MM....+...     
  .^M^...+...M    
 .^^.M^..M......  
 **....M.+..^.M.  
 *^**.^.@+..^...  
 M++++++++.....^  
 ^*.****.+......  
  **....^+....^   
   ..^MM.M.^^.    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 11v/133V Pos: standing >
 
   ^M^...+...M    
  ^^.M^..M.....   
 **....M.+..^.M.  
 *^**.^.^+..^...  
 M++++++@+.....^  
 ^*.****.+......  
 ***....^+....^.  
  ^..^MM.M.^^..   
   .^M^..+....    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 588h/526H 9v/133V Pos: standing >
 
   ^.M^..M....    
  *....M.+..^.M   
 *^**.^.^+..^...  
 M++++++++.....^  
 ^*.****@+......  
 ***....^+....^.  
 *^..^MM.M.^^...  
  ..^M^..+.....   
   .^M...+++++    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 9v/133V Pos: standing >
 
   ....M.+..^.    
  ^**.^.^+..^..   
 M++++++++.....^  
 ^*.****.+......  
 ***....@+....^.  
 *^..^MM.M.^^...  
 *..^M^..+......  
  ..^M...++++++   
   ^M^^.......    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 7v/133V Pos: standing >
Your globe shimmers and fades into thin air.
 
   ^.M^..+....    
  *....M.M..^.M   
 *^**.^.^+..^...  
 M++++++++.....^  
 ^*.****@+......  
 ***....^+....^.  
 *^..^MM.M.^^...  
  ..^M^..+.....   
   .^M...+++++    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 588h/526H 6v/133V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
 
 +++++  
 **@.+  
 ...^+  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 587h/526H 5v/133V Pos: standing >
 
 +++++  
 **@*.  
 ....^  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 587h/526H 3v/133V Pos: standing >
 
 +++++  
 .*@**  
 *....  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 587h/526H 1v/133V Pos: standing >
You're too exhausted.

< 587h/526H 1v/133V Pos: standing >
 
 M++++  
 *.@**  
 **...  
A Dark Forest with Tall Evergreens
Obvious exits: -North -East  -South -West 

< 587h/526H 0v/133V Pos: standing >
You're too exhausted.

< 587h/526H 1v/133V Pos: standing >
You're too exhausted.

< 587h/526H 1v/133V Pos: standing >
You're too exhausted.

< 587h/526H 1v/133V Pos: standing >
 
   *M*.^^.M^..    
  ******....M.+   
  *M+**^**.^.^M.  
   ^M+++M++++++.  
  *M+*^*@****.+.  
 M^******....^+.  
 MM^***^..^MM.M.  
  MM*^*..^M^..+   
   ^^**..^M...    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 

< 587h/526H 0v/133V Pos: standing >
 
   ***..^M^...    
  **M*.^^.M^..+   
 *******....M.+.  
  *M+**^**.^.^+.  
   ^M+M+@M++++M.  
  *M+*^*.****.+.  
 M^******....^+.  
  M^***^..^MM.M   
   M*^*..^M^..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 587h/526H 0v/133V Pos: standing >
 
   ^***..^M^..    
  ^**M*.^^.M^..   
  *******....M.+  
   *M+**^**.^.^+  
    ^M+M@++M++++  
   *M+*^*.****.M  
  M^******....^+  
  MM^***^..^MM.   
   MM*^*..^M^.    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 587h/526H 1v/133V Pos: standing >
 
   M^***..^M^.    
  M^**M*.^^.M^.   
   *******....M.  
    *M+**^**.^.^  
     ^M+@+++M+++  
    *M+*^*.****.  
   M^******....^  
  MMM^***^..^MM   
   MMM*^*..^M^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A huge boar charges through here, squeeling viciously.

< 587h/526H 0v/133V Pos: standing >
 
   MM^***..^M^    
   M^**M*.^^.M^   
    *******....M  
     *M+**^**.^.  
      ^M@M+++M++  
     *M+*^*.****  
    M^******....  
  MMMM^***^..^M   
   MMMM*^*..^M    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 587h/526H 0v/133V Pos: standing >
You're too exhausted.

< 587h/526H 0v/133V Pos: standing >
You're too exhausted.

< 587h/526H 0v/133V Pos: standing >
 
   MMM^***..^M    
    M^**M*.^^.M   
     *******....  
      *M+**^**.^  
       ^@+M+++M+  
      *M+*^*.***  
     M^******...  
   MMMM^***^..^   
   MMMMM*^*..^    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 587h/526H 0v/133V Pos: standing >
You're too exhausted.

< 587h/526H 0v/133V Pos: standing >
You're too exhausted.

< 587h/526H 0v/133V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East  -West 
A tough looking warrior is scanning the landscape beyond the walls.

< 587h/526H 1v/133V Pos: standing >

< 586h/526H 8v/133V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
The corpse of a militia guard is lying here.

< 586h/526H 8v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
An odd little man, with a shaved head and an orange robe, hums something.

< 586h/526H 6v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -Down 
A large rat is scurrying about here.

< 586h/526H 5v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 586h/526H 5v/133V Pos: standing >
A large rat leaves east.
Alarm bells sound, signalling an invasion!

< 586h/526H 7v/133V Pos: standing >

< 586h/526H 7v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West  -Up   

< 586h/526H 6v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 

< 586h/526H 5v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South

< 586h/526H 4v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 586h/526H 4v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 586h/526H 4v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 586h/526H 5v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West 
A sturdy looking mount is here, all saddled up and ready to ride.
You feel an icy eye watching you.

< 585h/526H 4v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling outside the gates.

< 585h/526H 2v/133V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East  -South -West 
A homeless peasant is here, looking lost and hungry.
A large rat is scurrying about here.

< 585h/526H 0v/133V Pos: standing >
You're too exhausted.

< 585h/526H 1v/133V Pos: standing >
You're too exhausted.

< 585h/526H 1v/133V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West #
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 585h/526H 1v/133V Pos: standing >
The gates seems to be closed.

< 585h/526H 1v/133V Pos: standing >
Ok.

< 585h/526H 4v/133V 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 young man in leather armor seems to be patrolling the walls.
A human merchant from another town stands here, perusing Tharnadia.
A tharnadian thief-hunter watches over the town streets intently.
A street sweeper is cleaning here, singing songs of labor.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 585h/526H 2v/133V Pos: standing >
Ok.

< 585h/526H 5v/133V 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 

< 585h/526H 5v/133V 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.

< 585h/526H 4v/133V 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 
You feel an icy eye watching you.

< 585h/526H 4v/133V 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 
A militia guard is posted here, keeping watch over the bazaar.

< 585h/526H 3v/133V 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
A huge block of solid ice is here to the south. (magic)
A huge block of solid ice is here to the north. (magic)
An ice elemental is here chilling the room. (minion) 
*A Kobold (small)  Dakhira stands in mid-air here.

< 585h/526H 2v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 585h/526H 2v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 585h/526H 3v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 585h/526H 3v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 585h/526H 3v/133V Pos: standing >
A Kobold gives an ice elemental an order.

< 585h/526H 5v/133V Pos: standing >
Oof! You bump into a wall of ice...
You shiver from the freezing cold of the ice!

< 565h/526H 6v/133V Pos: standing >
A Kobold gives an order to his followers.
A Kobold snaps into visibility.
You are knocked to the ground by an ice elemental's mighty bash!

< 563h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 An ice elemental's weak punch grazes you.

< 558h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 An ice elemental dodges your futile attack.

< 558h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 A Kobold starts casting a spell.

< 558h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 An ice elemental's weak punch grazes you.
An ice elemental's feeble punch grazes you.

< 552h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 You miss an ice elemental.

< 552h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'xarr ay uqz'

< 552h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 552h/526H 6v/133V Pos: sitting >
< T: Clorin TP: sit TC:excellent E: ice sta EP: excellent >
 You clamber to your feet.

< 552h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:excellent E: ice sta EP: excellent >
 You don't have that spell memorized.

< 552h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:excellent E: ice sta EP: excellent >
 You don't have that spell memorized.

< 552h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:excellent E: ice sta EP: excellent >
 An ice elemental's feeble punch grazes you.
An ice elemental's feeble punch grazes you.
A Kobold starts casting an offensive spell called 'arieks shattering iceball'.

< 550h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:excellent E: ice sta EP: excellent >
 The first hint of daylight can be seen on the northern horizon.

< 550h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:excellent E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!

< 410h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: ice sta EP: excellent >
 You miss an ice elemental.
A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 410h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: small wounds E: ice sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!
Your twisted nether crystal bracelet is weakened from the intense cold!

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice sta EP: excellent >
 You are already standing.

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice sta EP: excellent >
 An ice elemental misses you.
You dodge an ice elemental's vicious attack.

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
You resist the effects of a Kobold's spell!

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice sta EP: excellent >
 A Kobold gives an ice elemental an order.
A Kobold snaps into visibility.
You dodge a bash from an ice elemental, who loses its balance and falls.

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 You start chanting...

< 271h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 An ice elemental's punch grazes you.

< 270h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 You complete your spell...
A Kobold snaps into visibility.
[Damage: 72 ] Your concussion blast rips into a Kobold, shattering his soul!

< 270h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 A Kobold gives an ice elemental an order.

< 270h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 You start chanting...

< 270h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 A Kobold starts casting an offensive spell.

< 270h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: few wounds E: ice kne EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
OUCH!  That really did HURT!

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice kne EP: excellent >
 You complete your spell...
A Kobold snaps into visibility.
[Damage: 75 ] Your concussion blast rips into a Kobold, shattering his soul!

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice kne EP: excellent >
 A Kobold quaffs a ghostly liquid.
A spitting image of a Kobold suddenly rises from the ground!
A spitting image of a Kobold suddenly rises from the ground!
A spitting image of a Kobold suddenly rises from the ground!
A spitting image of a Kobold suddenly rises from the ground!

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice kne EP: excellent >
 You start chanting...

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice kne EP: excellent >
 An ice elemental rises to its feet.

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 You complete your spell...
[Damage: 12 ] Your concussion blast rips into a Kobold, shattering his soul!
Upon being struck, a Kobold disappears into thin air.
A Kobold stops following a Kobold.
A Kobold gives a Kobold an order.

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold is now a member of a Kobold's group.
A Kobold is now a member of a Kobold's group.
A Kobold is now a member of a Kobold's group.

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell called 'arieks shattering iceball'.
A Kobold snaps into visibility.
You don't have that spell memorized.

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 You don't have that spell memorized.

< 135h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 You dodge an ice elemental's vicious attack.
An ice elemental's feeble punch grazes you.

< 134h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'arieks shattering iceball'
A Kobold points at you.
You resist the effects of a Kobold's spell!
Sorry, you aren't allowed to do that in combat.

< 134h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold gives a Kobold an order.

< 134h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 134h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 An ice elemental dodges your futile attack.
You attempt to flee...
Oof! You bump into a wall of ice...
You shiver from the freezing cold of the ice!
PANIC!  You couldn't escape!

< 114h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC:pretty hurt E: ice sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'uqz gsutzg'
You resist the effects of a Kobold's spell!
You resist the effects of a Kobold's spell!
Giant Spikes of ice hit you square in the chest, impaling you!
Giant Spikes of ice hit you square in the chest, impaling you!

< 66h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 An ice elemental's feeble punch wounds you.
An ice elemental's feeble punch wounds you.
You wish that your wounds would stop BLEEDING so much!
You attempt to flee...
Oof! You bump into a wall of ice...
You shiver from the freezing cold of the ice!
PANIC!  You couldn't escape!

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 A Kobold looks at you.

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 A Kobold sizes you up with a quick glance.

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 A Kobold starts casting an offensive spell.
A Kobold snaps into visibility.

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 The rain turns to snow.

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.

< 44h/526H 6v/133V Pos: standing >
< T: Clorin TP: sta TC: awful E: ice sta EP: excellent >
 A Kobold snaps into visibility.
A Kobold completes his spell...
A Kobold utters the words 'uqz gsutzg'
Giant Spikes of ice hit you square in the chest, impaling you!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You resist the effects of a Kobold's spell!
Giant Spikes of ice hit you square in the chest, impaling you!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.