The death of [25 Necromancer] Guacho (Githzerai)

in The Central Path

from the perspective of [32 Shadowmage] Yans -=Denizens of Lloth=- (Kobold)

<worn on head>       an unearthly tin cap from Sarmiz'Duul [88%]
<worn in ear>        a shiny golden earring of the ancients
<worn around neck>   an ashen stone amulet
<worn around neck>   a ghastly bronze necklace
<worn about body>    a superior ivory bodycloak
<worn on tail>       an exquisite hemp tail protector
<worn about waist>   a sparkling rubber belt
<worn on belt buckle>a quill
<attached to belt>   a tome of wizardry
<attached to belt>   a tome of wizardry
<worn on arms>       some dwarven-made limestone vambraces
<held as shield>     a small round wooden shield
<worn on hands>      some decent bone claws
<worn on finger>     a tarnished bronze ring (glowing)
<primary weapon>     an orcish staff of the ancients [superior]
<worn on legs>       some patched ivory leggings
<worn on feet>       some drow-made gem boots

 ...M^.^^MM     
  *.+..^MM      
   .+.^^M       
   *M^+M...^    
  **+++.^.^^M   
 ***+.^...^MMM  
 ++++.^^.^MMM   
 ...M.^@^MMM    
 ...M^.^^MM     
 **.+..^MM      
  *.+.^^M       
   .+.^M        
Endless Plains of Grassy Pastures
Obvious exits: -N -E -S -W

< 301h/301H 92v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...M^.@^MM     
 **.+..^MM      
 **.+.^^M       
  *.+.^M        
   ++.^         
A Sloped and Rocky Hillside
Obvious exits: -N -E -S -W

< 301h/301H 90v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...+^.@^MM     
 **.M..^MM      
 **.+.^^M       
  *.+.^M        
   ++.^         

< 301h/301H 91v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...+^.@^MM     
 **.M..^MM      
 **.+.^^M       
  *.+.^M        
   M+.^         

< 301h/301H 92v/139V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
  *Court of the Muse                             (good)          
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (neutral)       
   The High Moor Forest                          (slightly good) 
   The Stone Tomb of Kelek                       (neutral)       
   Orrak                                         (neutral)       
   Pits of Cerberus                              (neutral)       
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (neutral)       
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (slightly good) 
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly good) 
   The Elemental Groves                          (neutral)       
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (neutral)       
   The Outcasts Tower                            (slightly good) 
   Fort Boyard                                   (slightly good) 
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
   Faerie Realm                                  (neutral)       
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (slightly good) 
   The Githyanki Fortress                        (neutral)       
   Labyrinth of No Return                        (slightly good) 
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (neutral)       
   The Lair of the Swamp Troll King              (neutral)       
   Zalkapfaan, City of the Headless Horde        (slightly good) 
   New Cave city                                 (neutral)       
   Ice Tower                                     (slightly good) 
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (neutral)       
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (neutral)       
   Prison of Fort Boyard                         (slightly good) 
   The Ancient Halls of Ironstar                 (neutral)       
   The Jade Empire                               (slightly good) 
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
   Quintaragon Castle                            (neutral)       
   The Sky City of Ultarium                      (neutral)       
   Lair of the Gibberling King                   (neutral)       
   Plane of Air                                  (neutral)       
   The Kingdom of Torg                           (neutral)       
   Tribal Oasis                                  (good)          
   The Para-Elemental Plane of Smoke             (neutral)       
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (neutral)       
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (neutral)       
   The Forest City of Aravne                     (neutral)       
   Plane of Fire                                 (neutral)       
   Ruined Temple of Tezcatlipoca                 (neutral)       
   The Astral Plane                              (neutral)       
   Jotunheim                                     (neutral)       
   The Transparent Tower                         (neutral)       
   Krethik Keep                                  (neutral)       
   Temple of the Earth                           (neutral)       
   Sea Kingdom                                   (neutral)       
   Plane of Earth                                (neutral)       
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (neutral)       
   The Forgotten Mansion                         (neutral)       
   Domain of Lost Souls                          (neutral)       
   The Hall of Knighthood                        (neutral)       
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (neutral)       
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (neutral)       
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (neutral)       
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (neutral)       
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (neutral)       
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (neutral)       
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (neutral)       
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 301h/301H 93v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...+^.@^MM     
 **.M..^MM      
 **.+.^^M       
  *.+.^M        
   +M.^         
You start chanting...

< 301h/301H 94v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...+^.@^MM     
 **.M..^MM      
 **.+.^^M       
  *.M.^M        
   ++.^         

< 301h/301H 96v/139V Pos: standing >
   *+++.^.^^    
  **+.^...^MM   
 ++++.^^.^MMM   
 ...M.^.^MMM    
 ...+^.@^MM     
 **.+..^MM      
 **.M.^^M       
  *.M.^M        
   ++.^         

< 301h/301H 97v/139V Pos: standing >
You complete your spell...
A black rift in space opens next to you, and you step into it...
You step out of the rift.

<map>
Zone: Pits of Cerberus.
Room: The Road to Desolate
</map>
The Road to Desolate
Obvious exits: -N -W
A crewman from the Sunweaver stands here waiting for a ride.
A crewman from the Sunweaver stands here waiting for a ride.
Gregory, aid to the High Magistrate, watches the skies here.(holy)

< 301h/301H 97v/139V Pos: standing >
Saving Yans.

< 301h/301H 100v/139V Pos: standing >
You quickly scan the area.
A highwayman who is in the distance to your north.

< 301h/301H 100v/139V Pos: standing >
You quickly scan the area.
A highwayman who is in the distance to your north.

< 301h/301H 101v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: The Road to Desolate
</map>
The Road to Desolate
Obvious exits: -E -W

< 301h/301H 100v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: A Change in Terrain
</map>
A Change in Terrain
Obvious exits: -N -E

< 301h/301H 98v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 99v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: A Path Leading Away From the Savannah
</map>
A Path Leading Away From the Savannah
Obvious exits: -S -W

< 301h/301H 97v/139V Pos: standing >
You quickly scan the area.
A whitetiger who is not far off to your west.
A palm tree who is not far off to your west.
A cactus who is a brief walk away to your west.
A palm tree who is a brief walk away to your west.
A procession of ants who is rather far off to your west.

< 301h/301H 98v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: A Path Leading Away From the Savannah
</map>
A Path Leading Away From the Savannah
Obvious exits: -E -W

< 301h/301H 98v/139V Pos: standing >
You quickly scan the area.
A whitetiger who is close by to your west.
A palm tree who is close by to your west.
A cactus who is not far off to your west.
A palm tree who is not far off to your west.
A procession of ants who is a brief walk away to your west.

< 301h/301H 99v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>
Within the Savannah of Sorrow
Obvious exits: -E -S -W
A lush, tropical palm tree, grows here.
An elusive whitetiger runs through the Savannah here.
A lush, tropical palm tree, grows here.

< 301h/301H 98v/139V Pos: standing >
You quickly scan the area.
A grazing giraffe who is close by to your south.
A cactus who is close by to your west.
A palm tree who is close by to your west.
A procession of ants who is not far off to your west.

< 301h/301H 98v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>
Within the Savannah of Sorrow
Obvious exits: -N -E -S -W
A cactus grows in the soil here.
A lush, tropical palm tree, grows here.

< 301h/301H 97v/139V Pos: standing >
You quickly scan the area.
A young zebra who is close by to your north.
A camel who is close by to your north.
A procession of ants who is not far off to your north.
A female zebra who is not far off to your north.
A large camel who is not far off to your north.
A large camel who is not far off to your north.
A mature giraffe who is a brief walk away to your north.
A Myrabolan ranger who is a brief walk away to your north.
A Myrabolan ranger who is a brief walk away to your north.
A Soldier of Fortune who is a brief walk away to your north.
A whitetiger who is close by to your east.
A palm tree who is close by to your east.
A palm tree who is close by to your south.
A procession of ants who is close by to your west.

< 301h/301H 97v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>

<map>
Zone: Pits of Cerberus.
Room: Within the Savannah of Sorrow
</map>
Within the Savannah of Sorrow
Obvious exits: -N -E -S -W
A procession of ants marches across the desert here.

< 301h/301H 96v/139V Pos: standing >
You quickly scan the area.
A palm tree who is not far off to your north.
A Soldier of Fortune who is not far off to your north.
A palm tree who is a brief walk away to your north.
A cactus who is a brief walk away to your north.
A cactus who is close by to your east.
A palm tree who is close by to your east.
A whitetiger who is not far off to your east.
A palm tree who is not far off to your east.
A gaia tree who is close by to your south.
A gray lion who is close by to your south.
A female zebra who is not far off to your south.
A cactus who is not far off to your south.

< 301h/301H 96v/139V Pos: standing >

<map>
Zone: Pits of Cerberus.
Room: Among a Pit
</map>
Among a Pit
Obvious exits: -E -S
A treacherous hole in the earth leads down into the pits.

< 301h/301H 95v/139V Pos: standing >
You quickly scan the area.
A procession of ants who is close by to your east.
A cactus who is not far off to your east.
A palm tree who is not far off to your east.
A whitetiger who is a brief walk away to your east.
A palm tree who is a brief walk away to your east.
A deer who is close by to your south.
A female zebra who is not far off to your south.
A palm tree who is not far off to your south.
A young zebra who is a brief walk away to your south.
A whitetiger who is a brief walk away to your south.
A wild dog who is rather far off to your south.
A cactus who is rather far off to your south.
A cactus who is rather far off to your south.

< 301h/301H 95v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 96v/139V Pos: standing >
You quickly scan the area.
A procession of ants who is close by to your east.
A cactus who is not far off to your east.
A palm tree who is not far off to your east.
A whitetiger who is a brief walk away to your east.
A palm tree who is a brief walk away to your east.
A deer who is close by to your south.
A female zebra who is not far off to your south.
A palm tree who is not far off to your south.
A young zebra who is a brief walk away to your south.
A whitetiger who is a brief walk away to your south.
A wild dog who is rather far off to your south.
A cactus who is rather far off to your south.
A cactus who is rather far off to your south.

< 301h/301H 96v/139V Pos: standing >
You start chanting...

< 301h/301H 97v/139V Pos: standing >
Shoulders tingling, you gently drop back to the ground.

< 301h/301H 101v/139V Pos: standing >
Casting: dimension door 

< 301h/301H 102v/139V Pos: standing >
You complete your spell...
A black rift in space opens next to you, and you step into it...
You step out of the rift.

<map>
Zone: Wellvolen.
Room: A Conjurer's Workshop
</map>
A Conjurer's Workshop
Obvious exits: -E
A wemic warrior stands here, ready for battle.
A large pile of rocks moves around the room.
A wemic child plays in the sand here.
A wemic mercenary patrols here.
*An air elemental is here looking like a small living tornado.
An earth elemental stands here, looking like a living rock.
Valm stands here conjuring up a force.

< 301h/301H 103v/139V Pos: standing >
You quickly scan the area.
A wemic child who is close by to your east.
An air elemental who is close by to your east.
A wemic conjurer who is close by to your east.
A wemic commoner who is close by to your east.
A wemic warrior who is close by to your east.
A wemic warrior who is close by to your east.

< 301h/301H 105v/139V Pos: standing >
You sit down and relax.

< 301h/301H 106v/139V Pos: sitting >
You have memorized the following spells:
( 7th circle)  1 - detect invisibility
               1 - bigbys clenched fist
( 6th circle)  2 - teleport
               2 - fireball
( 5th circle)  2 - cone of cold
               1 - dimension door
               1 - coldshield
( 4th circle)  3 - lightning bolt
               1 - farsee
               1 - wizard eye
               1 - levitate
               1 - infravision
( 3rd circle)  5 - concealment
               2 - shocking grasp
               1 - agility
( 2nd circle)  5 - burning hands
               3 - sleep
               1 - strength
( 1st circle)  2 - minor creation
               7 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
    8 seconds:  ( 5th) dimension door
   17 seconds:  ( 5th) dimension door

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

< 301h/301H 107v/139V Pos: sitting >
The powers of the dark ignore you...

< 301h/301H 108v/139V Pos: sitting >
You start meditating...

< 301h/301H 109v/139V Pos: sitting >
You have finished memorizing dimension door.

< 301h/301H 128v/139V Pos: sitting >
A wemic commoner enters from the east.

< 301h/301H 134v/139V Pos: sitting >
You have finished memorizing dimension door.
Your studies are complete.

< 301h/301H 139v/139V Pos: sitting >
You clamber to your feet.

< 301h/301H 139v/139V Pos: standing >
You are already standing.

< 301h/301H 139v/139V Pos: standing >
You have memorized the following spells:
( 7th circle)  1 - detect invisibility
               1 - bigbys clenched fist
( 6th circle)  2 - teleport
               2 - fireball
( 5th circle)  2 - cone of cold
               3 - dimension door
               1 - coldshield
( 4th circle)  3 - lightning bolt
               1 - farsee
               1 - wizard eye
               1 - levitate
               1 - infravision
( 3rd circle)  5 - concealment
               2 - shocking grasp
               1 - agility
( 2nd circle)  5 - burning hands
               3 - sleep
               1 - strength
( 1st circle)  2 - minor creation
               7 - magic missile
               1 - detect magic

You can memorize no more spells.

< 301h/301H 139v/139V Pos: standing >
You start chanting...

< 301h/301H 139v/139V Pos: standing >
You complete your spell...
You vanish.

< 301h/301H 139v/139V Pos: standing >

< 301h/301H 139v/139V Pos: standing >
A wemic conjurer enters from the east.
An air elemental enters from the east.
A wemic warrior enters from the east.

< 301h/301H 139v/139V Pos: standing >
A wemic commoner leaves east.

< 301h/301H 139v/139V Pos: standing >
A wemic warrior leaves east.

< 301h/301H 139v/139V Pos: standing >
Valm, the wemic conjurer starts casting a spell called 'haste'.

< 301h/301H 139v/139V Pos: standing >
Valm, the wemic conjurer completes his spell...
Valm, the wemic conjurer utters the word 'paghz'
A wemic conjurer starts to move with uncanny speed!

< 301h/301H 139v/139V Pos: standing >
You reappear, visible to all.

<map>
Zone: Wellvolen.
Room: The Artists Trail
</map>

<map>
Zone: Wellvolen.
Room: The Artists Trail
</map>
The Artists Trail
Obvious exits: -N -S -W
A water elemental is here, flowing like a living current.
A wemic conjurer is studying here.
A wemic warrior stands here, ready for battle.
A wemic warrior stands here, ready for battle.

< 301h/301H 138v/139V Pos: standing >
You quickly scan the area.
A wemic commoner who is close by to your north.
A wemic commoner who is close by to your north.
A wemic commoner who is close by to your north.
A fire elemental who is close by to your north.
A wemic conjurer who is close by to your north.
A wemic commoner who is not far off to your north.
A wemic commoner who is not far off to your south.
A wemic commoner who is not far off to your south.
A wemic warrior who is close by to your west.
An air elemental who is close by to your west.
A wemic conjurer who is close by to your west.
The Incarnate of Stone who is close by to your west.
A wemic child who is close by to your west.
A wemic mercenary who is close by to your west.
An air elemental who is close by to your west.
An earth elemental who is close by to your west.
Valm, the wemic conjurer who is close by to your west.

< 301h/301H 138v/139V Pos: standing >
A wemic commoner enters from the north.

<map>
Zone: Wellvolen.
Room: The Artists Trail
</map>
The Artists Trail
Obvious exits: -N -S

< 301h/301H 137v/139V Pos: standing >

<map>
Zone: Wellvolen.
Room: Around a Huge Rock
</map>

<map>
Zone: Wellvolen.
Room: Around a Huge Rock
</map>
Around a Huge Rock
Obvious exits: -N -E -W
A wemic commoner goes about his daily business.
A wemic commoner goes about his daily business.

< 301h/301H 135v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 135v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 135v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 136v/139V Pos: standing >

<map>
Zone: Wellvolen.
Room: A Sandy Path
</map>

<map>
Zone: Wellvolen.
Room: A Sandy Path
</map>
A Sandy Path
Obvious exits: -E -S
A wemic commoner goes about his daily business.

< 301h/301H 134v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 135v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 135v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 136v/139V Pos: standing >
Alas, you cannot go that way. . . .

< 301h/301H 136v/139V Pos: standing >
You quickly scan the area.
A wemic commoner who is close by to your east.
A wemic commoner who is close by to your east.
The spectre of a wemic commoner who is not far off to your south.
A Githzerai who is not far off to your south.
A wemic acolyte who is not far off to your south.

< 301h/301H 137v/139V Pos: standing >

<map>
Zone: Wellvolen.
Room: A Path Through the Sands
</map>
A Path Through the Sands
Obvious exits: -N -S -W

< 301h/301H 135v/139V Pos: standing >

<map>
Zone: Wellvolen.
Room: The Central Path
</map>

<map>
Zone: Wellvolen.
Room: The Central Path
</map>
The Central Path
Obvious exits: -N -E -W
The spectre of a wemic commoner stands here. (minion) 
A Githzerai (medium) sits resting.
A wemic acolyte is here praying.(holy)

< 301h/301H 134v/139V Pos: standing >

< 301h/301H 134v/139V Pos: standing >
You quickly scan the area.
A wemic commoner who is not far off to your north.
A wemic commoner who is close by to your east.
A wemic warrior who is close by to your east.
A wemic child who is close by to your east.
A wemic acolyte who is close by to your west.

< 301h/301H 135v/139V Pos: standing >
You see nothing special...

< 301h/301H 139v/139V Pos: standing >
You start chanting...
You snap into visibility.

< 301h/301H 139v/139V Pos: standing >
Casting: bigbys clenched fist 

< 301h/301H 139v/139V Pos: standing >
It's really, really hot here.  A slight breeze would really improve things.
You complete your spell...
[Damage: 171 ] -=[Your giant fist of force causes a Githzerai to stagger in agony!]=-

< 301h/301H 139v/139V Pos: standing >
You start chanting...

< 301h/301H 139v/139V Pos: standing >
Casting: fireball 

< 301h/301H 139v/139V Pos: standing >
A wemic acolyte leaves north.
You complete your spell...
[Damage: 47 ] -=[You throw a fireball at a Githzerai and have the satisfaction of seeing him enveloped in flames.]=-

< 301h/301H 139v/139V Pos: standing >
You start chanting...

< 301h/301H 139v/139V Pos: standing >
A Githzerai clambers to his feet.
A Githzerai, looking very frustrated, packs up his book.

< 301h/301H 139v/139V Pos: standing >
You complete your spell...
[Damage: 29 ] -=[You throw a fireball at a Githzerai and have the satisfaction of seeing him enveloped in flames.]=-
A Githzerai's mining pick melted from the intense heat!
A Githzerai's ashen limestone cloak melted from the intense heat!
A Githzerai's thick belt of trollhide melted from the intense heat!
The spectre of a wemic commoner stops following a Githzerai.
A Githzerai is dead! R.I.P.
You receive your share of experience.