The death of [47 Spiritualist] Elak -=Denizens of Lloth=- (Troll)

in In a Paneled Room

from the perspective of [46 Dark Dreamer] Bisil -= Tharnadian Mercenaries =- (Gnome)

<worn on head>       a sun halo [poor] (glowing) [73%]
<worn in ear>        a dwarven earring [66%]
<worn in ear>        a greenstone earring
<worn on face>       an etched mithral faceguard (glowing)
<worn around neck>   some kharma mind beads [77%]
<worn around neck>   a charm made of dwarf bone
<worn on body>       a 'Misty Vale #1 Hunter' shirt [80%]
<worn about body>    the cloak of multi-colored beads (glowing)
<worn about waist>   the silk twined rope
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<attached to belt>   a massive tome [77%]
<worn on arms>       a nice pair of silk sleeves [superior] [49%]
<held as shield>     the shield of M'Bele
<worn around wrist>  a superior silver wristguard
<worn around wrist>  a silver band with blue stones
<worn on hands>      some fine stone gauntlets
<worn on finger>     the ring of celestial wonders (glowing)
<worn on finger>     the ring of celestial wonders of constitution (glowing)
<held>               an orb of shimmering light [superior] (humming) (illuminating)
<worn on legs>       some pantaloons covered in runes
<worn on feet>       some boots of forest running

A salesman is standing here, practicing his pitch.
A young squire stands here practicing his sword technique.

< 376h/376H 135v/142V Pos: standing >
On Commerce Way
   To the south of here is a commerce area where local citizens go
to barter for goods. The streets hear look a little run down.  Tall
weeds grow all along the street.  The cobblestones are uplifted and
missing in some places.  Laughter can be heard nearby from playing
children.
Obvious exits: -North -South
A homeless man is here, longing for better times.

< 376h/376H 134v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 134v/142V Pos: standing >
On Commerce Way
   To the south of here is a commerce area where local citizens go
to barter for goods. The streets hear look a little run down.  Tall
weeds grow all along the street.  The cobblestones are uplifted and
missing in some places.  Laughter can be heard nearby from playing
children.
Obvious exits: -North -East  -South -West 
The keep's majestrate is standing here, peering about at the nearby crowds.

< 376h/376H 134v/142V Pos: standing >
In a Citizen's Dwelling
   A warm fire is burning in the corner.  The room is sparsly furnished 
with a few toys lying on the floor.  What furnishings that are present
are somewhat broken and useless.  Probably collected to serve as valuable
fire wood.  The fire casts shadows upon this home's humble walls that 
dance about.  The dwelling is quite plan but yet there is something 
appealing about it.  
Obvious exits: -East 
A servant of the keep's baron is here tending official business.
A citizen of Bloodstone is stretched out, sound asleep.
A citizen of Bloodstone is stretched out, sound asleep.

< 376h/376H 133v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 133v/142V Pos: standing >
On Commerce Way
   To the south of here is a commerce area where local citizens go
to barter for goods. The streets hear look a little run down.  Tall
weeds grow all along the street.  The cobblestones are uplifted and
missing in some places.  Laughter can be heard nearby from playing
children.
Obvious exits: -North -East  -South -West 
The keep's majestrate is standing here, peering about at the nearby crowds.

< 376h/376H 133v/142V Pos: standing >
Commerce Way & Mina Street Intersection
   To the south of here is a commerce area where local citizens go
to barter for goods.  This intersection is the center of the residential
zone.  Laughter can be heard nearby from playing children.
Obvious exits: -North -East  -South -West 
The skeleton of a bloated carcass stands here.
An apprentice of the high mage is standing here, serving his master.
A hooded strongman is standing here, keeping the public at bay.

< 376h/376H 132v/142V Pos: standing >
On Mina Street
   Cracked and crumbling, the street named after the first Baron's wife,
is in a state of advanced deterioration.  Upheavals and pot holes in
the cobble make the street unattractive and harder yet to travel.  Pools
of waste and piles of garbage line the road where ornate flora was
once in place.  Every few feet reveals another handfull of street
beggers, eached with his palm outstretched hoping for food, hoping
for anything.  Huge sewer rats frolick about in the mounds of refuse
in search of food, love, and adventure.  Those that would travel this
street, keep one hand on their purse and the other on their weapon.
Obvious exits: -East  -West 
A servant of the keep's baron is here tending official business.
A citizen stands here minding his own business.
A hooded strongman is standing here, keeping the public at bay.

< 376h/376H 132v/142V Pos: standing >
On Mina Street
   Cracked and crumbling, the street named after the first Baron's wife,
is in a state of advanced deterioration.  Upheavals and pot holes in
the cobble make the street unattractive and harder yet to travel.  Pools
of waste and piles of garbage line the road where ornate flora was
once in place.  Every few feet reveals another handfull of street
beggers, eached with his palm outstretched hoping for food, hoping
for anything.  Huge sewer rats frolick about in the mounds of refuse
in search of food, love, and adventure.  Those that would travel this
street, keep one hand on their purse and the other on their weapon.
Obvious exits: -East  -West 
A citizen stands here minding his own business.

< 376h/376H 131v/142V Pos: standing >
A citizen of Bloodstone leaves east.

< 376h/376H 132v/142V Pos: standing >
Mina and Cyloc Intersection
   This is the intsection of Mina Street and Cyloc Street.  Run off
from nearby homes is collecting here forming a stagnant pool of sludge.
Pot holes pepper the cobble here which is in desperate need of repair.
To the north Cyloc Street continues.  To the east is a residential
community.  West has a couple of buildings that are not able to be
identified from here.
Obvious exits: -North -East  -South -West 
An elite watcher of the keep is standing here.

< 376h/376H 131v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
Somebody's revolting little child is standing here.
A young squire stands here practicing his sword technique.

< 376h/376H 130v/142V Pos: standing >
The Altar of The Dark Order
   This ancient temple is choked with spider webs.  Great stained
windows filter dim light into this place.  The peacefulness of this
room is shattered by a piercing noise. In the middle of this room is
a large black altar.  Upon the altar is an infant child sacrafice.
There seems to be some force barrier containing the child.  The
tortured wails of the infant can be heard as the energy field
slowly disolves the flesh of the child.  As the chunks of flesh
dettach from the bone, they drift upwards.  A hideous statue seems 
to consume the scraps as they ascend and vanish into a black
rift between the statue's outstreched claws.  In addition to this
centerpiece of death are numerous and elaborate paintings.  The
ceiling is quite the spectical to behold.
Obvious exits: -South
A screaming child is laying here upon an altar.
A dark priest is kneeling here before the altar.

< 376h/376H 130v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 131v/142V Pos: standing >
A dark priest suddenly attacks YOU!
A dark priest misses you.

< 376h/376H 131v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: dark sta EP: excellent >
 You attempt to flee...
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
Somebody's revolting little child is standing here.
A young squire stands here practicing his sword technique.
You flee southward!

< 376h/376H 101v/142V Pos: standing >
Mina and Cyloc Intersection
   This is the intsection of Mina Street and Cyloc Street.  Run off
from nearby homes is collecting here forming a stagnant pool of sludge.
Pot holes pepper the cobble here which is in desperate need of repair.
To the north Cyloc Street continues.  To the east is a residential
community.  West has a couple of buildings that are not able to be
identified from here.
Obvious exits: -North -East  -South -West 
A holyman dressed in black robes stands here.
An elite watcher of the keep is standing here.

< 376h/376H 100v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
A woman stands here humming a melody.
A hooded executioner stands here practicing his axe swing.

< 376h/376H 99v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 99v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
An elite watcher of the keep is standing here.

< 376h/376H 99v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 99v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -East  -South
A wino stands here, swaying and mumbling some nonsense.

< 376h/376H 99v/142V Pos: standing >
The Shop of T'Lothka
   This is the shop of the Keep's sorcerer.  T'Lothka is a collector
of magical scrolls, potions, and other sorcerous items.  A quick 
inspection of the room reveals many mystical sights.  There is
a yellow mist which blankets the floor, spouting mysteriously from
a mouse hole in the wall.  Flashes of light and fiery sparks emerge
from behind a cloth covered doorway.  Along the walls are vials of
creatures, whole and in pieces, used as sorcerous reagents.  A quick
glance at the ceiling reveals a startling collection of skulls.  These
are branded, each upon the forehead, with the mark of socercery.  The
sockets of each of these ancestrial beings gleam with an supernatural
presence.  An old and withered looking figure rests behind the counter.
Obvious exits: -West  -Down 
A small sparrow is hopping about the ground here.
T'Lothka is here busily preparing scrolls.

< 376h/376H 98v/142V Pos: standing >
Beneath the Mage's Shop.
   Torches hosting purple flame lend light to this would be dark
chamber.  The light is enough to see much of the detail of this
room.  The floors are filthy, covered heavily with clods of dust.
Tiny specks of what looks to be dandruff are dispersed randomly
across the wooden planks.  Closer inspection reveals that the flecks
are merely pieces of parchment, whose source appears to be the
nearby walls.  Upon the walls are a number of illegible scrolls, aged
far to long to be of any use.  The ceiling creaks as customers
shop T'Lothka's wares.  The movement from above sends dust showering
down and causes sight to be somewhat difficult.  In one corner of the
room is a wooden staircase leading upwards.  To the east huge iron door.
Obvious exits: -East # -Up   
A black glabrezu demon is sitting here, chained to the floor.

< 376h/376H 98v/142V Pos: standing >

< 376h/376H 99v/142V Pos: standing >
The Shop of T'Lothka
   This is the shop of the Keep's sorcerer.  T'Lothka is a collector
of magical scrolls, potions, and other sorcerous items.  A quick 
inspection of the room reveals many mystical sights.  There is
a yellow mist which blankets the floor, spouting mysteriously from
a mouse hole in the wall.  Flashes of light and fiery sparks emerge
from behind a cloth covered doorway.  Along the walls are vials of
creatures, whole and in pieces, used as sorcerous reagents.  A quick
glance at the ceiling reveals a startling collection of skulls.  These
are branded, each upon the forehead, with the mark of socercery.  The
sockets of each of these ancestrial beings gleam with an supernatural
presence.  An old and withered looking figure rests behind the counter.
Obvious exits: -West  -Down 
A small sparrow is hopping about the ground here.
T'Lothka is here busily preparing scrolls.

< 376h/376H 98v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -East  -South
A wino stands here, swaying and mumbling some nonsense.

< 376h/376H 97v/142V Pos: standing >
You quickly scan the area.
An elite watcher who is close by to your north.
A common woman who is not far off to your north.
A hooded executioner who is a brief walk away to your north.
A Bloodstone holyman who is a brief walk away to your north.
An elite watcher who is a brief walk away to your north.
A little brat who is rather far off to your north.
A squire of the keep who is rather far off to your north.
A dark priest who is in the distance to your north.
A small sparrow who is close by to your east.
T'Lothka who is close by to your east.
A wild rabbit who is close by to your south.
The baron's servant who is close by to your south.
A hooded strongman who is not far off to your south.
A guard of the keep who is a brief walk away to your south.
The keep's crier who is rather far off to your south.
A Bloodstone merchant who is in the distance to your south.

< 376h/376H 100v/142V Pos: standing >
On Cyloc Street
   This is the main artery of the Keep.  The street is paved with
clay tile, each with a distinct glyph.  The glyphs on the tiles
represent the history and horrors of this region.  Along the the
sides of the street are potted plants, some of which look carnivorous.
Every 30 feet or so, an ornate pole is planted.  Resting at the top
of the pole is a blue flame, and below it a banner desplaying a
coat of arms.  Shops can be seen lining this splendid avenue.
Obvious exits: -North -South
A cute wild rabbit is sitting here looking for a meal.
A servant of the keep's baron is here tending official business.

< 376h/376H 99v/142V Pos: standing >
You quickly scan the area.
An elite watcher who is not far off to your north.
A common woman who is a brief walk away to your north.
A hooded executioner who is rather far off to your north.
A Bloodstone holyman who is rather far off to your north.
An elite watcher who is rather far off to your north.
A little brat who is in the distance to your north.
A squire of the keep who is in the distance to your north.
The baron's servant who is not far off to your south.
A guard of the keep who is not far off to your south.
The keep's crier who is a brief walk away to your south.
A Bloodstone merchant who is rather far off to your south.

< 376h/376H 100v/142V Pos: standing >
You start chanting...

< 376h/376H 101v/142V Pos: standing >
Casting: shadow travel 

< 376h/376H 102v/142V Pos: standing >
You complete your spell...
You become one with the shadows and silently slip away.
You re-emerge from the shadows.
On the Street of Tears
   The street is lined at each side by a short, delapitated rod iron
fence.  Beyond the fence, weeds are engaged in battle, one trying to
choke out the other, in an attempt for self-preservation.  The street
is paved fairly well out of sheets of brown slate rock.
Obvious exits: -North -East  -West 
A goblin guard is standing here, busy with his own matters.(Illusion)
A brightly glowing torch floats near a goblin guard's head. (Illuminating)

< 376h/376H 102v/142V Pos: standing >
A goblin guard leaves north.

< 376h/376H 103v/142V Pos: standing >
You quickly scan the area.
A goblin guard who is close by to your north.
A wino who is not far off to your east.
A black crow who is not far off to your east.
An elderly woman who is a brief walk away to your east.
A small rat who is a brief walk away to your east.
A black crow who is rather far off to your east.
A Bloodstone miner who is in the distance to your east.

< 376h/376H 104v/142V Pos: standing >
I see no person by that name here!

< 376h/376H 108v/142V Pos: standing >
You attempt to give consent...

< 376h/376H 108v/142V Pos: standing >

< 376h/376H 109v/142V Pos: standing >
On the Street of Tears
Obvious exits: -North -East  -West 

< 376h/376H 110v/142V Pos: standing >
You quickly scan the area.
A small rat who is not far off to your east.
An elderly woman who is a brief walk away to your east.
A black crow who is rather far off to your east.
A small rat who is in the distance to your east.

< 376h/376H 112v/142V Pos: standing >
You sit down and relax.

< 376h/376H 113v/142V Pos: sitting >
You have memorized the following spells:
( 9th circle)  2 - asphyxiate
               1 - detect illusion
               1 - dream travel
( 8th circle)  2 - shadow shield
               2 - vanish
               1 - shadow merging
( 7th circle)  6 - hammer
( 6th circle)  1 - stunning visions
               4 - reflection
               1 - nightmare
( 5th circle)  2 - illusionary wall
               2 - boulder
               2 - shadow travel
( 4th circle)  5 - sleep
               3 - insects
( 3rd circle)  5 - mirror image
               4 - shadow monster
( 2nd circle) 10 - burning hands
( 1st circle)  2 - minor creation
               8 - magic missile
               1 - phantom armor

And you are currently memorizing the following spells:
    5 seconds:  (10th) clone form
    8 seconds:  ( 5th) shadow travel

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

< 376h/376H 113v/142V Pos: sitting >
The gods ignore you.

< 376h/376H 114v/142V Pos: sitting >
You start meditating...

< 376h/376H 115v/142V Pos: sitting >
A Troll enters from the north.

< 376h/376H 128v/142V Pos: sitting >
You have finished memorizing clone form.

< 376h/376H 129v/142V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.
A Troll leaves west.

< 376h/376H 134v/142V Pos: standing >
A goblin guard enters from the north.

< 376h/376H 135v/142V Pos: standing >
Slay whom?

< 376h/376H 136v/142V Pos: standing >
On a Salted Path
   Large white boulders of calcium, salt and sand line this path
at each side.  Flecks, clods, and flakes of these boulders sprinkled
over a dirt path which now is almost totally concealed by this white
material.  The salt has killed all of the previous foliage which remains
cast aside in a dried heap.  As one walks upon the path, small clouds
of calcium chalk are kicked up causing breathing to be uneasy.  As
the wind pipes down this throughway, salt and debris chaps the eyes,
mouth, and sinus cavities.
Obvious exits: -East  -West 

< 376h/376H 135v/142V Pos: standing >
On a Salted Path
   Large white boulders of calcium, salt and sand line this path
at each side.  Flecks, clods, and flakes of these boulders sprinkled
over a dirt path which now is almost totally concealed by this white
material.  The salt has killed all of the previous foliage which remains
cast aside in a dried heap.  As one walks upon the path, small clouds
of calcium chalk are kicked up causing breathing to be uneasy.  As
the wind pipes down this throughway, salt and debris chaps the eyes,
mouth, and sinus cavities.
Obvious exits: -North -East  -West 
A Troll (large)  -=Denizens of Lloth=- stands, floating here.

< 376h/376H 135v/142V Pos: standing >
On a Salted Path
   Large white boulders of calcium, salt and sand line this path
at each side.  Flecks, clods, and flakes of these boulders sprinkled
over a dirt path which now is almost totally concealed by this white
material.  The salt has killed all of the previous foliage which remains
cast aside in a dried heap.  As one walks upon the path, small clouds
of calcium chalk are kicked up causing breathing to be uneasy.  As
the wind pipes down this throughway, salt and debris chaps the eyes,
mouth, and sinus cavities.
Obvious exits: -East  -South

< 376h/376H 134v/142V Pos: standing >
On a Salted Path
   Large white boulders of calcium, salt and sand line this path
at each side.  Flecks, clods, and flakes of these boulders sprinkled
over a dirt path which now is almost totally concealed by this white
material.  The salt has killed all of the previous foliage which remains
cast aside in a dried heap.  As one walks upon the path, small clouds
of calcium chalk are kicked up causing breathing to be uneasy.  As
the wind pipes down this throughway, salt and debris chaps the eyes,
mouth, and sinus cavities.
Obvious exits: -North -East  -West 
A goblin guard is standing here, busy with his own matters.(Illusion)
A brightly glowing torch floats near a goblin guard's head. (Illuminating)

< 376h/376H 134v/142V Pos: standing >
A goblin guard leaves west.

< 376h/376H 135v/142V Pos: standing >
Slay whom?

< 376h/376H 136v/142V Pos: standing >

< 376h/376H 137v/142V Pos: standing >
Pardon?

< 376h/376H 137v/142V Pos: standing >
The sun starts to set in the south.
You quickly scan the area.
A foreman of the mines who is close by to your north.
A little brat who is not far off to your north.
A regal man who is not far off to your north.
A Troll who is a brief walk away to your north.
Payton, the tavernkeeper who is a brief walk away to your north.
A black crow who is rather far off to your east.
A black crow who is in the distance to your east.

< 376h/376H 138v/142V Pos: standing >
In Claw Alley
   The alley is flanked at each side by towering walls of speckled
granite.  Quite noticeable, are a number of deep claw marks which
look to have been created many centuries ago.  At first, their age
is hard to figure, but after closer inspection, it becomes obvious
that only after many years could this wall be this worn.  The alley
is some ten feet in width, comfortably allowing parties to pass in
opposite directions.  A small stream of murky water roams down the
center of this alley and empties into a crack which runs the length
of this side street.  Laughter can be heard wafting by in the cold
musty air.  To the north is a tavern.
Obvious exits: -North -South
A foreman of the Bloodstone mines stands here.

< 376h/376H 139v/142V Pos: standing >
In Claw Alley
   The alley is flanked at each side by towering walls of speckled
granite.  Quite noticeable, are a number of deep claw marks which
look to have been created many centuries ago.  At first, their age
is hard to figure, but after closer inspection, it becomes obvious
that only after many years could this wall be this worn.  The alley
is some ten feet in width, comfortably allowing parties to pass in
opposite directions.  A small stream of murky water roams down the
center of this alley and empties into a crack which runs the length
of this side street.  Laughter can be heard wafting by in the cold
musty air.  To the north is a tavern.
Obvious exits: -North -South
Somebody's revolting little child is standing here.
A regal man is standing here, judging your merit.

< 376h/376H 138v/142V Pos: standing >
The Dead Ogre
   The tavern is host to the trophies of this realm's mighty adventurers.
Along the perimeter of the tavern walls, close to the plank wooden ceiling,
is a multitude of stuffed ogre heads.  The warriors of Bloodstone pride
themselves on raids to Faang, famed ogre domain.  Below the numerous
trophies, and dividing this room in two, is a long wooden counter.  Just
behind the counter are shelves stocked with all the finest beverages
that can be found.  A few chairs sit stacked neatly in one corner of the
room, ready to be broken out in time of celebration.  There is a huge
sign hanging on one of the tavern's walls.
Obvious exits: -South -West 
Payton, the tavernkeeper, is here behind the bar looking at you.

< 376h/376H 138v/142V Pos: standing >

< 376h/376H 138v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 138v/142V Pos: standing >

< 376h/376H 139v/142V Pos: standing >
Rear of the Dead Ogre
   This room looks gutted from fire, furniture burned and the walls
covered in thick layers of black soot.  Broken glass, and piles of
charred cloth lay scattered all about the floor.  A solid river of
wax streams down one wall where several candles were melted.  Off
to one corner of the room is a potted plant, once errect, which is
shrivled into a brittle clump.  A solid iron door, discolored from
the apparent fire, is to the west.
Obvious exits: -East  -West 
A towering assassin is leaning up agains the doors.

< 376h/376H 138v/142V Pos: standing >
In a Dark Antechamber.
   Torches hosting purple flame lend light to this would be dark
chamber.  The light is enough to see much of the detail of this
room.  The floors are filthy, covered heavily with clods of dust.
Tiny specks of what looks to be dandruff are dispersed randomly
across the wooden planks.  Closer inspection reveals that the flecks
are merely pieces of parchment, whose source appears to be the
nearby walls.  Upon the walls are a number of illegible scrolls, aged
far to long to be of any use.  To the east is a massive iron door.
In one corner of the room is a wooden staircase leading upwards.
Obvious exits: -East  -Up   
A Troll (large)  -=Denizens of Lloth=- stands, floating here, fighting an assassin apprentice.
An assassin apprentice stands here, fighting a Troll.

< 376h/376H 137v/142V Pos: standing >
A Troll attempts to flee.
A Troll floats up.

< 376h/376H 139v/142V Pos: standing >
Slay whom?

< 376h/376H 139v/142V Pos: standing >
In a Paneled Room
   The walls of this room are lined with polished panels of oak.  Small,
and highly intricate carvings are embedded on each wall.  Taken a whole,
the room seems to signify some story, you can not make any sense of the
panels.  To the north is a small shop.  To the west is a mirrored chamber.
Obvious exits: -North -West  -Down 
A Troll (large)  -=Denizens of Lloth=- stands, floating here.

< 376h/376H 139v/142V Pos: standing >
An assassin apprentice enters from below.
A Troll leaves north.

< 376h/376H 140v/142V Pos: standing >
An assassin apprentice suddenly attacks YOU!
An assassin apprentice misses you.
C'mon, you are doing it all the time!

< 376h/376H 140v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: excellent >
 C'mon, you are doing it all the time!

< 376h/376H 140v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: excellent >
 [Damage:  2 ] -=[Your punch strikes an assassin apprentice.]=-
You attempt to flee...
In a Dark Antechamber.
   Torches hosting purple flame lend light to this would be dark
chamber.  The light is enough to see much of the detail of this
room.  The floors are filthy, covered heavily with clods of dust.
Tiny specks of what looks to be dandruff are dispersed randomly
across the wooden planks.  Closer inspection reveals that the flecks
are merely pieces of parchment, whose source appears to be the
nearby walls.  Upon the walls are a number of illegible scrolls, aged
far to long to be of any use.  To the east is a massive iron door.
In one corner of the room is a wooden staircase leading upwards.
Obvious exits: -East  -Up   
You flee downward!

< 376h/376H 117v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 117v/142V Pos: standing >
In a Paneled Room
   The walls of this room are lined with polished panels of oak.  Small,
and highly intricate carvings are embedded on each wall.  Taken a whole,
the room seems to signify some story, you can not make any sense of the
panels.  To the north is a small shop.  To the west is a mirrored chamber.
Obvious exits: -North -West  -Down 
An assassin is here, looking to practice some murder.
An assassin apprentice suddenly attacks YOU!
An assassin apprentice misses you.

< 376h/376H 117v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 376h/376H 117v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 376h/376H 117v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 You attempt to flee...
In the Guilds Specialty Shop
   Racks upon racks of splended wares are here on display, ready to
be employed into dutiful action.  Along the walls are more of the
ornately carved pictographic panels that were seen just outside.
To one side of the room is a table which supports what looks to be
well over one hundred candles of various lengths and sizes.  A pool
of steamy wax collects steadily just below the table.  Sitting at
one side of this burning baracade is the guilds shopkeeper.
Obvious exits: -South
A black onyx statue rests here. (glowing)
A Troll (large)  -=Denizens of Lloth=- stands, floating here.
Blithymre, the assassin, waits patiently here.
You flee northward!

< 376h/376H 88v/142V Pos: standing >
A Troll leaves south.

< 376h/376H 89v/142V Pos: standing >
An assassin apprentice enters from the south.
Slay whom?
An assassin apprentice suddenly attacks YOU!
An assassin apprentice misses you.

< 376h/376H 90v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 
< 376h/376H 90v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 376h/376H 90v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: assassin sta EP: few scratches >
 You attempt to flee...
In a Paneled Room
   The walls of this room are lined with polished panels of oak.  Small,
and highly intricate carvings are embedded on each wall.  Taken a whole,
the room seems to signify some story, you can not make any sense of the
panels.  To the north is a small shop.  To the west is a mirrored chamber.
Obvious exits: -North -West  -Down 
A Troll (large)  -=Denizens of Lloth=- stands, floating here.
You flee southward!

< 376h/376H 63v/142V Pos: standing >
Alas, you cannot go that way. . . .

< 376h/376H 63v/142V Pos: standing >
In a Dark Antechamber.
   Torches hosting purple flame lend light to this would be dark
chamber.  The light is enough to see much of the detail of this
room.  The floors are filthy, covered heavily with clods of dust.
Tiny specks of what looks to be dandruff are dispersed randomly
across the wooden planks.  Closer inspection reveals that the flecks
are merely pieces of parchment, whose source appears to be the
nearby walls.  Upon the walls are a number of illegible scrolls, aged
far to long to be of any use.  To the east is a massive iron door.
In one corner of the room is a wooden staircase leading upwards.
Obvious exits: -East  -Up   

< 376h/376H 62v/142V Pos: standing >
In a Paneled Room
   The walls of this room are lined with polished panels of oak.  Small,
and highly intricate carvings are embedded on each wall.  Taken a whole,
the room seems to signify some story, you can not make any sense of the
panels.  To the north is a small shop.  To the west is a mirrored chamber.
Obvious exits: -North -West  -Down 
A Troll (large)  -=Denizens of Lloth=- stands, floating here. (Casting) 

< 376h/376H 62v/142V Pos: standing >

< 376h/376H 62v/142V Pos: standing >
An assassin apprentice enters from the north.

< 376h/376H 63v/142V Pos: standing >
You miss a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 An assassin apprentice suddenly attacks a Troll!
An assassin apprentice misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll stops invoking abruptly!

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 
< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You miss a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  few wounds >
 A Troll dodges an assassin apprentice's attack.
An assassin apprentice misses a Troll.
Hint: Want to see what's for sale?  Try the 'list' command in a shop.
You start chanting...

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  few wounds >
 A Troll misses you.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  few wounds >
 Casting: asphyxiate 

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  few wounds >
 A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  few wounds >
 You complete your spell...
A pair of Ghostly Hands appear before a Troll, close around his neck and begin to squeeze!
[Damage: 30 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-
You miss a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 [Damage: 43 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 [Damage: 44 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll attempts to flee.
A Troll leaves north.

< 376h/376H 63v/142V Pos: standing >
You start chanting...

< 376h/376H 63v/142V Pos: standing >
Casting: reflection 

< 376h/376H 63v/142V Pos: standing >
A Troll enters from the north.
An assassin apprentice suddenly attacks a Troll!
An assassin apprentice misses a Troll.

< 376h/376H 63v/142V Pos: standing >
You complete your spell...
You sssppllliiitttsss into many images!

< 376h/376H 63v/142V Pos: standing >
You start chanting...

< 376h/376H 63v/142V Pos: standing >
Casting: hammer *
A Troll attempts to flee.
A Troll leaves north.

< 376h/376H 63v/142V Pos: standing >
You abort your spell before it's done!

< 376h/376H 63v/142V Pos: standing >
A Troll enters from the north.

< 376h/376H 63v/142V Pos: standing >
You miss a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 An assassin apprentice suddenly attacks a Troll!
An assassin apprentice misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 
< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil suddenly attacks a Troll!
Bisil misses a Troll.
A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil suddenly attacks a Troll!
Bisil misses a Troll.
A Troll dodges your futile attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil suddenly attacks a Troll!
Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil suddenly attacks a Troll!
Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll dodges an assassin apprentice's attack.
An assassin apprentice misses a Troll.
C'mon, you are doing it all the time!

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You start chanting...

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You dodge a Troll's vicious attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll dodges Bisil's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll dodges Bisil's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll dodges Bisil's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Casting: hammer 

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You complete your spell...
[Damage: 99 ] -=[Your massive hammer causes a Troll to double over in pain!]=-

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You start chanting...

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll dodges an assassin apprentice's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 
< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 Bisil misses a Troll.
You dodge a Troll's vicious attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  nasty wounds >
 You complete your spell...
[Damage: 100 ] -=[Your massive hammer causes a Troll to double over in pain!]=-

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Bisil misses a Troll.
A Troll dodges your futile attack.
You start chanting...

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Bisil misses a Troll.
A Troll dodges an assassin apprentice's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 
< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Casting: asphyxiate *

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 Casting: asphyxiate 

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 You complete your spell...
A pair of Ghostly Hands appear before a Troll, close around his neck and begin to squeeze!
[Damage: 31 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-
Bisil misses a Troll.
You dodge a Troll's vicious attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
 [Damage: 39 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 [Damage: 33 ] -=[You smirk as a pair of ghostly hands tighten around a Troll's throat!]=-
A Troll dodges Bisil's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 You don't have that spell memorized.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 You start chanting...

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 An assassin apprentice misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 Casting: hammer *

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 A Troll dodges Bisil's attack.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 Bisil misses a Troll.

< 376h/376H 63v/142V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Troll sta EP:  awful >
 You complete your spell...
[Damage: 98 ] -=[Your massive hammer causes a Troll to double over in pain!]=-
A Troll's some gleaming gold vambraces was completely destroyed by the massive blow!
A Troll's jeweled adamantium ring was completely destroyed by the massive blow!
A Troll's some durethium boots [superior] was completely destroyed by the massive blow!
A Troll is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Bisil by 6666666.
The smell of fresh blood enters your body, infusing you with power!