The death of [51 Forest Druid] Himag (Centaur)

in Petalrich Lane

from the perspective of [51 Forest Druid] Himag (Centaur)

<worn as a badge>    a wisp of shimmering faerie light of constitution [79%]
<worn on eyes>       the blindfold of sight of endurance [16%]
<worn in ear>        a diabolical emerald stud [65%]
<worn on face>       a mask of hades of agility (glowing)
<worn around neck>   the wooden amulet of the ancient tree spirit [poor] [83%]
<worn around neck>   a carnelian and ruby inlaid gorget of health [83%]
<worn on body>       a tunic emblazoned with a golden falcon of endurance (glowing) [50%]
<worn about body>    a blue mantle embroided with symbols of fortune [23%]
<worn about waist>   a fine dragonscale belt [57%]
<worn on belt buckle>a platinum telescope studded with crystal shrimp [poor] (glowing) [73%]
<worn on arms>       some patched adamantium vambraces from Cloud Giant Kingdom
<held as shield>     a dwarven-made dragonscale buckler
<worn around wrist>  a bracelet of rainbows (glowing)
<worn around wrist>  an ancient durithalite bracelet [superior] (glowing)
<worn on hands>      a pair of woven golden gloves
<worn on finger>     a ring of agility of agility [84%]
<worn on finger>     a band of fiery persistance [superior] [69%]
<primary weapon>     a blackened dreamwalker's staff

Out of nowhere, an orog warpriest stabs you in the back.
An orog warpriest's Tiamat's poison tail stinger strikes at you with a blur of speed!
An orog warpriest's Tiamat's poison tail stinger strikes out in a blur of speed at you.
You feel very sick.
Out of nowhere, an orog warpriest stabs you in the back.

< 883h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: an orog warpriest sta EP: excellent >
 You feel your skin harden to stone.

< 883h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: an orog warpriest sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 883h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: an orog warpriest sta EP: excellent >
 An orog warpriest snaps into visibility.
Before you can react an orog warpriest suddenly lashes at you.

< 843h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: an orog warpriest sta EP: excellent >
 You score a CRITICAL HIT!!!!!
An orog warpriest snaps into visibility.
[Damage:  1 ] Your weak bludgeon grazes an orog warpriest.
A Troll's disguise falls apart!
You miss a Troll.
A Troll dodges your futile attack.

< 843h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP: few scratches >
 Your blood splatters as it hits the ground.

< 840h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP: few scratches >
 You attempt to flee...
In a Large Park
   A wide gap in the wall of lose rocks that surrounds the park creates a large
entrance to the south.  A small pond with a number of ducks and frogs, as well
as a few turtles is to the north.  As a whole, the park is well-tended and
teaming with life.  Beautiful flower beds provide not only beauty, but also
nectar for humming birds and bees.  The park continues to the north, east, and
west and an exit to Petalrich Lane is to the south.
Obvious exits: -North -East  -South -West 
A young halfling child plays here.
A father duck with a bright green head watches the ducklings.
A small bright red salamander does his best to hide in the flowers.
A large, ugly snapping turtle is here.
You flee westward!

< 840h/1396H 277v/303V Pos: standing >
In a Large Park
   Rocks and boulders have been cleared away here to help create a large park
for families to have picnics and watch the animals play.  A small pond full of
ducks can be seen to the northwest and an ancient statue can be seen to the
northeast.  Most of the trees here are very small so they allow enough light
through their branches to support a wide variety of flowers and shrubs.  The
park teams with life, as insects of all sorts fly along with birds, squirrels
and other animals.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
*A Troll (huge)  -=Denizens of Lloth=- stands in mid-air here.
An impenetrable globe of darkness floats near a Troll's head.
A young halfling child plays here.

< 840h/1396H 276v/303V Pos: standing >
A Wide Entrance to a Large Park
   A wall of lose rocks and boulders surrounds the park.  It appears that most
of the stone used to make the wall came from a rock slide that must have once
almost destroyed the park.  Since that time the rocks have been moved to the
side of the park and many beautiful flowers and trees have been planted.
Narrow paths wind through the beautiful flowering trees and bushes and cleverly
made flower gardens that have been planted everywhere.  The park continues to
the north and the wide entrance continues to the west.  Petalrich Lane lies to
the south.
Obvious exits: -North -South -West 

< 840h/1396H 276v/303V Pos: standing >
Alas, you cannot go that way. . . .

< 840h/1396H 278v/303V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 
A wealthy halfling woman on a shopping trip walks down the road.
A large, ugly snapping turtle is here.
A young halfling boy is running here, screaming at the top of his lungs.

< 840h/1396H 278v/303V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
A young duck searches for food here.
A halfling guard patrols the streets keeping the peace.

< 840h/1396H 279v/303V Pos: standing >
Buzzle's Supplies and Fine Goods
   Glass cabinets and long wooden shelves display all of Buzzle's fine goods.
The smooth jodani and ebonwood walls have been polished to a pleasant shine,
making some of the products look even nicer.  Fine leather backpacks and bags
hang from one wall, and ropes, lanterns and other supplies hang against
another.  Buzzle is known throughout Woodseer to have the fairest prices, and
perhaps the best store location, of any storekeeper in town.  Exactly how he
keeps his prices so low has often been called into question by his competitors
but at this time he no longer has any competitors.  It is obvious that he deals
in top quality supplies and that his prices are quite fair.  The only exit from
the store is an open doorway leading north to Petalrich Lane.
Obvious exits: -North
Buzzle, the merchant, stands here selling goods.

< 840h/1396H 280v/303V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
A young duck searches for food here.
A halfling guard patrols the streets keeping the peace.

< 840h/1396H 287v/303V Pos: standing >
Petalrich Lane and Vinestrong Way
   Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer.  A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East  -South -West 
A merchant wanders aimlessly.
A young duck searches for food here.

< 840h/1396H 288v/303V Pos: standing >
Inside the Woodseer Gates
   Rusty gates are propped open here, obviously not in use for quite a long
time.  It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep.  Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution.  An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East  -West 

< 840h/1396H 288v/303V Pos: standing >
Outside the Woodseer Gates
   Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below.  A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city.  Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
Obvious exits: -West  -Down 
A father duck with a bright green head watches the ducklings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 840h/1396H 289v/303V Pos: standing >
Your wound gushes blood all over the surrounding area.
Alas, you cannot go that way. . . .

< 836h/1396H 291v/303V Pos: standing >
Alas, you cannot go that way. . . .

< 836h/1396H 292v/303V Pos: standing >
You start chanting...

< 836h/1396H 296v/303V Pos: standing >
Casting: natures touch 

< 837h/1396H 303v/303V Pos: standing >
You no longer see spots.

< 837h/1396H 303v/303V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 894h/1396H 303v/303V Pos: standing >
Your blood splatters as it hits the ground.
You get a green herb from a bottomless bag of the shield dwarves.
You get a green herb from a bottomless bag of the shield dwarves.
You get a green herb from a bottomless bag of the shield dwarves.
You get a green herb from a bottomless bag of the shield dwarves.
You can't carry any more.

< 1020h/1396H 303v/303V Pos: standing >
You start chanting...

< 1020h/1396H 303v/303V Pos: standing >
Casting: vines **

< 1035h/1396H 303v/303V Pos: standing >
Casting: vines *

< 1036h/1396H 303v/303V Pos: standing >
You complete your spell...
Green vines sprout up around you forming a protective shield.

< 1036h/1396H 303v/303V Pos: standing >
Your wound gushes blood all over the surrounding area.

< 1029h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 1029h/1396H 303v/303V Pos: standing >
You start chanting...

< 1029h/1396H 303v/303V Pos: standing >
Casting: natures touch 

< 1029h/1396H 303v/303V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 1086h/1396H 303v/303V Pos: standing >
You neutralize the poison in your bloodstream!
You feel nature's energy flow into your 5th circle of knowledge.

< 1163h/1396H 303v/303V Pos: standing >
Your wound gushes blood all over the surrounding area.

< 1197h/1396H 303v/303V Pos: standing >
You quickly scan the area.
A young duck who is not far off to your west.
A young duck who is a brief walk away to your west.
A halfling guard who is a brief walk away to your west.
A speckled duck who is rather far off to your west.
A halfling woman who is rather far off to your west.
A snapping turtle who is rather far off to your west.
The halfling boy who is in the distance to your west.
A halfling child who is in the distance to your west.
The wandering merchant who is close by below you.

< 1216h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...

< 1231h/1396H 303v/303V Pos: standing >
Your wound gushes blood all over the surrounding area.
Outside the Woodseer Gates
Obvious exits: -West  -Down 
A few drops of fresh blood are scattered around the area.
A father duck with a bright green head watches the ducklings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 1224h/1396H 303v/303V Pos: standing >
You quickly scan the area.
A young duck who is not far off to your west.
A halfling guard who is a brief walk away to your west.
A young duck who is rather far off to your west.
A speckled duck who is rather far off to your west.
A halfling woman who is rather far off to your west.
A snapping turtle who is rather far off to your west.
The wandering merchant who is in the distance to your west.
The halfling boy who is in the distance to your west.
A halfling child who is in the distance to your west.
The wandering merchant who is close by below you.

< 1224h/1396H 303v/303V Pos: standing >
You start chanting...

< 1225h/1396H 303v/303V Pos: standing >
Casting: natures touch 

< 1225h/1396H 303v/303V Pos: standing >
Your blood splatters as it hits the ground.
Your bleeding appears to have stopped.
You complete your spell...
The warmth of nature fills your body.

< 1276h/1396H 303v/303V Pos: standing >
Saving Himag.

< 1397h/1396H 303v/303V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West  -Down 
A few drops of fresh blood are scattered around the area.
A father duck with a bright green head watches the ducklings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 1397h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...

< 1397h/1396H 303v/303V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West  -Down 
A few drops of fresh blood are scattered around the area.
A father duck with a bright green head watches the ducklings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 1397h/1396H 303v/303V Pos: standing >
You quickly scan the area.
A young duck who is not far off to your west.
A halfling guard who is a brief walk away to your west.
A snapping turtle who is rather far off to your west.
A young duck who is rather far off to your west.
A speckled duck who is rather far off to your west.
The halfling boy who is in the distance to your west.
A halfling child who is in the distance to your west.
The wandering merchant who is close by below you.

< 1397h/1396H 303v/303V Pos: standing >
The vines surrounding you crumble and fall to the ground.
Inside the Woodseer Gates
   Rusty gates are propped open here, obviously not in use for quite a long
time.  It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep.  Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution.  An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East  -West 

< 1397h/1396H 302v/303V Pos: standing >
Petalrich Lane and Vinestrong Way
   Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer.  A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East  -South -West 
A young duck searches for food here.

< 1397h/1396H 301v/303V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
A speckled mother duck protects her young.
You sense a lifeform nearby.
A halfling guard patrols the streets keeping the peace.

< 1397h/1396H 301v/303V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 
A large, ugly snapping turtle is here.
A young duck searches for food here.

< 1397h/1396H 302v/303V Pos: standing >
You quickly scan the area.
A giant bee who is not far off to your north.
A halfling child who is a brief walk away to your north.
A salamander who is a brief walk away to your north.
A brown duck who is a brief walk away to your north.
A salamander who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A fuzzy duckling who is a brief walk away to your north.
A speckled duck who is close by to your east.
A halfling guard who is close by to your east.
A young duck who is not far off to your east.
A father duck who is rather far off to your east.
A minotaur mercenary wizard who is rather far off to your east.
A minotaur mercenary guard who is rather far off to your east.
A minotaur mercenary guard who is rather far off to your east.
A minotaur mercenary guard who is rather far off to your east.
The burly guardian who is rather far off to your east.
A halfling guard who is rather far off to your east.
A halfling woman who is close by to your south.
A young duck who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The farmer's wife who is close by to your south.
The simple farmer who is close by to your south.
The waiter who is close by to your south.
The halfling boy who is close by to your west.
A halfling child who is close by to your west.
A giant dragonfly who is a brief walk away to your west.
The young adventurer who is a brief walk away to your west.
The halfling boy who is rather far off to your west.
The Woodseer Quartermaster who is in the distance to your west.

< 1397h/1396H 302v/303V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
A speckled mother duck protects her young.
You sense a lifeform nearby.
A halfling guard patrols the streets keeping the peace.

< 1397h/1396H 301v/303V Pos: standing >
You quickly scan the area.
A fuzzy duckling who is close by to your east.
A young duck who is close by to your east.
A father duck who is a brief walk away to your east.
A minotaur mercenary wizard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
The burly guardian who is a brief walk away to your east.
A halfling guard who is a brief walk away to your east.
Buzzle who is close by to your south.
A snapping turtle who is close by to your west.
A young duck who is close by to your west.
The halfling boy who is not far off to your west.
A halfling child who is not far off to your west.
A giant dragonfly who is rather far off to your west.
The young adventurer who is rather far off to your west.
The halfling boy who is in the distance to your west.

< 1397h/1396H 303v/303V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 1397h/1396H 303v/303V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 1397h/1396H 303v/303V Pos: standing >
You quickly scan the area.
A fuzzy duckling who is close by to your east.
A father duck who is a brief walk away to your east.
A minotaur mercenary wizard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
A minotaur mercenary guard who is a brief walk away to your east.
The burly guardian who is a brief walk away to your east.
A halfling guard who is a brief walk away to your east.
Buzzle who is close by to your south.
The halfling boy who is close by to your west.
A snapping turtle who is close by to your west.
A young duck who is close by to your west.
A halfling child who is not far off to your west.
A giant dragonfly who is rather far off to your west.
The young adventurer who is rather far off to your west.
The halfling boy who is in the distance to your west.

< 1397h/1396H 303v/303V Pos: standing >
A Troll attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
A Troll twists the blade lodged in your back causing you to writhe in agony.
Out of nowhere, a Troll stabs you in the back.

< 1288h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC:few scratches E: A Troll sta EP: excellent >
 You start chanting...

< 1288h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC:few scratches E: A Troll sta EP: excellent >
 It's a bit nippy here.
Casting: faerie fire 

< 1288h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC:few scratches E: A Troll sta EP: excellent >
 You complete your spell...
You point at a Troll.
A Troll is surrounded by the dancing outline of purplish flames!

< 1288h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC:few scratches E: A Troll sta EP: excellent >
 Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.

< 1288h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC:few scratches E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
A Troll's impressive pierce wounds you.
A Troll's impressive pierce wounds you.
You barely block a Troll's lunge at you.
A Troll's pierce wounds you.
A Troll's pierce wounds you.
OUCH! a Troll suddenly appears behind you and makes a slashing motion at your throat!

< 1229h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP: excellent >
 A Troll dodges your futile attack.
You miss a Troll.
A Troll dodges your futile attack.
A Troll snaps into visibility.
You start chanting...

< 1229h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP: excellent >
 A young duck enters from the west.

< 1229h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP: excellent >
 Casting: sunray *

< 1229h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP: excellent >
 A Troll attempts to flee.
A Troll leaves west.

< 1229h/1396H 303v/303V Pos: standing >
A Troll enters from the west.

< 1229h/1396H 303v/303V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
A Troll's impressive pierce wounds you.

< 1090h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP: excellent >
 You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
A Troll snaps into visibility.
[Damage: 238 ] You unleash light in a focused, searing ray at a Troll!

< 1090h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: small wounds E: A Troll sta EP:  small wounds >
 A Troll snaps into visibility.
Before you can react a Troll suddenly lashes at you.

< 1040h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  small wounds >
 Your blood splatters as it hits the ground.
You start chanting...

< 1033h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  small wounds >
 A Troll's attack glances off of your stone hide!
A Troll snaps into visibility.
A Troll's weak pierce grazes you.
A Troll's pierce wounds you.
A Troll's pierce wounds you.
A Troll's impressive pierce wounds you.
You barely block a Troll's lunge at you.

< 995h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  small wounds >
 A Troll's skin seems to turn to stone.
Casting: sunray *

< 995h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  small wounds >
 You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
A Troll snaps into visibility.
[Damage: 240 ] You unleash light in a focused, searing ray at a Troll!
A Troll's metal flask marked "teleport" is burned from the blast!

< 995h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll attempts to flee.
A Troll leaves south.

< 995h/1396H 303v/303V Pos: standing >
A Troll enters from the south.

< 995h/1396H 303v/303V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
A Troll's powerful pierce wounds you.
You start chanting...

< 896h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 Your wound gushes blood all over the surrounding area.

< 891h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll snaps into visibility.
A Troll's impressive pierce wounds you.
A Troll's pierce wounds you.
A Troll's attack glances off of your stone hide!
A Troll's weak pierce grazes you.

< 862h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 Casting: sunray *

< 862h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A halfling guard frowns in boredom at the obviously one-sided struggle.

< 862h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
A Troll snaps into visibility.
[Damage: 218 ] You unleash light in a focused, searing ray at a Troll!

< 862h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll attempts to flee.
A Troll leaves east.

< 862h/1396H 303v/303V Pos: standing >
A Troll enters from the east.

< 862h/1396H 303v/303V Pos: standing >
A Troll snaps into visibility.
Before you can react a Troll suddenly lashes at you.

< 819h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll dodges your futile attack.
A Troll parries your futile lunge at him.
A Troll dodges your futile attack.
A Troll snaps into visibility.
You start chanting...

< 819h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 Your blood splatters as it hits the ground.
You abort your prayer before it's done!

< 812h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll snaps into visibility.
A Troll's pierce wounds you.
A Troll's impressive pierce wounds you.
A Troll's impressive pierce wounds you.
A Troll's impressive pierce wounds you.
A Troll's impressive pierce wounds you.

< 727h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 You start chanting...

< 727h/1396H 303v/303V Pos: standing >
< T: Himag TP: sta TC: few wounds E: A Troll sta EP:  few wounds >
 A Troll attempts to flee.
A Troll leaves west.

< 727h/1396H 303v/303V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 727h/1396H 303v/303V Pos: standing >
Your blood splatters as it hits the ground.
Casting: natures touch 
A Troll enters from the west.
Alarm bells sound, signalling an invasion!

< 723h/1396H 303v/303V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
A Troll's Tiamat's poison tail stinger strikes at you with a blur of speed!
A Troll's Tiamat's poison tail stinger strikes out in a blur of speed at you.
Your body becomes like stone as the paralyzation takes effect.
Out of nowhere, a Troll stabs you in the back.

< 530h/1396H 303v/303V Pos: standing >
Too bad, looks like you've been stopped in your tracks!
You abort your prayer before it's done!

< 530h/1396H 303v/303V Pos: standing >
A young duck leaves south.
You feel nature's energy flow into your 9th circle of knowledge.

< 530h/1396H 303v/303V Pos: standing >
You feel your skin harden to stone.

< 530h/1396H 303v/303V Pos: standing >
A halfling guard suddenly attacks a Troll!
A halfling guard suddenly appears a bit confused!
A halfling guard misses a Troll.

< 530h/1396H 303v/303V Pos: standing >
Petalrich Lane
Obvious exits: -East  -South -West 
A few drops of fresh blood are scattered around the area.
A Troll (huge)  -=Denizens of Lloth=- stands in mid-air here, fighting a halfling guard.
An impenetrable globe of darkness floats near a Troll's head.
A speckled mother duck protects her young.
A halfling guard stands here, fighting a Troll.

< 530h/1396H 303v/303V Pos: standing >
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
A Troll attempts to flee.
A Troll leaves south.
Alarm bells sound, signalling an invasion!
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
A Troll enters from the south.
You can't!  You're paralyzed to the bone.

< 530h/1396H 303v/303V Pos: standing >
A Troll attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
Out of nowhere, a Troll stabs you in the back.
Out of nowhere, a Troll stabs you in the back.
With a swift tug a Troll wrenches the weapon free, ramming it into you again.
Out of nowhere, a Troll stabs you in the back.

< 361h/1396H 303v/303V Pos: standing >
Your wound gushes blood all over the surrounding area.
A halfling guard suddenly attacks a Troll!
A halfling guard's weak punch grazes a Troll.

< 355h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.

< 355h/1396H 303v/303V Pos: standing >
Petalrich Lane
Obvious exits: -East  -South -West 
A few drops of fresh blood are scattered around the area.
A Troll (huge)  -=Denizens of Lloth=- stands in mid-air here, fighting a halfling guard.
An impenetrable globe of darkness floats near a Troll's head.
A speckled mother duck protects her young.
A halfling guard stands here, fighting a Troll.

< 356h/1396H 303v/303V Pos: standing >
You can't!  You're paralyzed to the bone.

< 356h/1396H 303v/303V Pos: standing >
A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 356h/1396H 303v/303V Pos: standing >
A Troll parries a halfling guard's lunge at him.
A halfling guard wields a pike with a jagged tip.

< 356h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
A Troll's pierce grievously wounds a halfling guard.
A Troll's impressive pierce hits a halfling guard.
A halfling guard is dead! R.I.P.
The unmistakable scent of fresh blood can be smelled as a halfling guard dies in agony.

< 356h/1396H 303v/303V Pos: standing >
Your blood splatters as it hits the ground.
Your bleeding appears to have stopped.

< 350h/1396H 303v/303V Pos: standing >
A speckled duck leaves south.

< 350h/1396H 303v/303V Pos: standing >
A snapping turtle enters from the west.
A Troll attempts to flee.
A Troll leaves east.

< 350h/1396H 303v/303V Pos: standing >
A Troll enters from the east.

< 350h/1396H 303v/303V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
Out of nowhere, a Troll stabs you in the back.
You wish that your wounds would stop BLEEDING so much!
With a swift tug a Troll wrenches the weapon free, ramming it into you again.
Out of nowhere, a Troll stabs you in the back.
You wish that your wounds would stop BLEEDING so much!

< 72h/1396H 303v/303V Pos: standing >
You feel nature's energy flow into your 3rd circle of knowledge.
Your communion with nature is now complete...

< 72h/1396H 303v/303V Pos: standing >

< 73h/1396H 303v/303V Pos: standing >
Out of nowhere, a Troll stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
Out of nowhere, a Troll stabs you in the back.
Your royal crown of Aravne of wisdom was completely destroyed by the massive blow!
Your earring of bone was completely destroyed by the massive blow!
Your blood-stained mithril quiver was completely destroyed by the massive blow!