The death of [35 Thief] Zed -=Celestial Sigil=- (Halfling)

in A Guardsman's Cave

from the perspective of [35 Thief] Zed -=Celestial Sigil=- (Halfling)

<worn on head>       a hallowed Cimmerian headband (glowing)
<worn in ear>        a green Cimmerian earring
<worn on face>       a hallowed Cimmerian mask of Winduin [poor] (glowing)
<worn around neck>   a drow-made brass torque
<worn around neck>   an angelic marble pendant from Pine Hollow
<worn on body>       some spiked leather armor bearing the insignia of Tharnadia [superior]
<worn about body>    a long fur [poor]
<worn on back>       a big big bag for a little person (illuminating)
<worn about waist>   a hallowed Cimmerian sash [poor] (glowing)
<worn on belt buckle>a hand-carved yo-yo
<worn on arms>       some stylish rubber vambraces
<held as shield>     a drow-made iron tower shield
<worn around wrist>  an iron wristband [poor]
<worn around wrist>  an iron wristband
<worn on hands>      some wolverine claws [superior]

A human street sweeper places a slimy troglodyte claw [superior] in the back of Vx, resulting in some strange noises and some blood.
A human street sweeper places a slimy troglodyte claw [superior] in the back of Vx, resulting in some strange noises and some blood.
Vx's long fur [superior] was completely destroyed by the massive blow!
Vx's drow-made ivory badge was completely destroyed by the massive blow!
Vx is dead! R.I.P.
A look of horror and a silent scream are Vx's last actions in this world.
You stop following Vx.
Shlonk stops following Vx.

< 281h/289H 109v/109V Pos: standing >
Shlonk completes his spell...
Shlonk utters the words 'diesilla barh'
The lizardman painter wavers under the impact of the lightning bolt sent by Shlonk.
The lizardman painter misses Shlonk.
The lizardman painter's fine punch strikes Shlonk.
Shlonk blocks the lizardman painter's lunge at him.
The lizardman painter whacks Shlonk in the side with a sound kick.

< 282h/289H 109v/109V Pos: standing >
The lizardman painter dodges Shlonk's attack.
Shlonk misses the lizardman painter.

< 282h/289H 109v/109V Pos: standing >
Shlonk starts casting an offensive spell.

< 285h/289H 109v/109V Pos: standing >
A lizardman guard assists the lizardman painter heroically.
Shlonk avoids being bashed by a lizardman guard, who loses his balance and falls.
A lizardman guard's impressive punch strikes Shlonk hard.
Shlonk dodges a lizardman guard's attack.

< 285h/289H 109v/109V Pos: standing >
Shlonk blocks the lizardman painter's lunge at him.
The lizardman painter misses Shlonk.

< 285h/289H 109v/109V Pos: standing >
Trip who?

< 285h/289H 109v/109V Pos: standing >
Shlonk completes his spell...
Shlonk utters the words 'diesilla barh'
A human street sweeper wavers under the impact of the lightning bolt sent by Shlonk.
A Troll's disguise falls apart!

< 285h/289H 109v/109V Pos: standing >
A Painted Cavern
Obvious exits: -North -East  -West 
Fresh blood covers everything in the area.
The corpse of a Grey Elf is lying here.
A Troll (large)  *-* Warlords *-* stands in mid-air here, fighting Shlonk.
A lizardman guard crouches here, fighting Shlonk.
Shlonk (Human)(medium) stands in mid-air here, fighting the lizardman painter.
(Q)The lizardman painter stands here, fighting Shlonk.

< 286h/289H 109v/109V Pos: standing >
A Troll attempts to flee.
A Troll leaves east.

< 286h/289H 109v/109V Pos: standing >
A Troll enters from the east.

< 288h/289H 109v/109V Pos: standing >
An Intersection of Caves
   Several different caves meet here.  A large cavern can be seen through a
narrow opening to the east and a smaller cave continues to the south.  Yet
another different cave climbs almost straight upward from here with a slight
angle to the west.  The well-worn cave floor and broken stalactites are clear
signs that the lizardmen also make these caves their home.
Obvious exits: -East  -South -Up   

< 288h/289H 108v/109V Pos: standing >
Pardon?

< 289h/289H 108v/109V Pos: standing >
A Sloping Cave
   A steep, well-traveled incline here leads into other caverns.  It is clear
that there must be a network of caverns hidden here inside the mountains,
though how many lizardmen might be hidden here is a mystery.  Rough stone lines
the walls but the steep floor has been worn smooth by the passage of many feet.
Water clings to the walls, though it is cooler than the jungle these caves are
hidden from, the humidity is thick and cloying, leaving moisture on the cool
stone walls as a sign of its presence.  The cave climbs up slightly to the west
and drops steeply downward to the east.
Obvious exits: -West  -Down 

< 289h/289H 107v/109V Pos: standing >
A Sharp Turn
   The caves make a sharp turn from the south to the east here.  To the south
the cave is quite level but to the east there is a sharp slope downward.
Moisture clings to the rough stone, making it less painful to brush against but
by no means providing any comfort.  It is only slightly cooler here than in the
jungle above, but certainly just as humid and uncomfortable.
This area seems to be exceptionally narrow!
Obvious exits: -East  -South

< 289h/289H 108v/109V Pos: standing >
Your group has been disbanded.

< 289h/289H 108v/109V Pos: standing >
A Three-Way Intersection
   Caves lead off to the north, south and west, but it is to dark in any of
these directions to know what is in them.  The floor of the cave has been worn
smooth by the passing of many feet, and clearly still sees heavy use.  Water is
present everywhere, not in pools but in the air and clinging to the walls in a
wet, glossy film.  Strange odors seem to ooze in through the cave entrance to
the west.
Obvious exits: -North -South -West 
An albino salamander moves about cautiously.

< 289h/289H 107v/109V Pos: standing >
A Twisted Juncture in the Caves
   Caves lead away into darkness to the north, east and upward.  Faint flashes
of light through the narrow entrance to the east signal that someone or
something may be there.  There is little movement of air through these caves,
leaving a stale, foul smell in the air.  It is interesting to note that all the
stalactites throughout these caves have been painstakingly broken down from the
ceiling, the reasons for this remain somewhat unclear.
Obvious exits: -North -East  -Up   
The corpse of a lizardman guard is lying here.

< 289h/289H 108v/109V Pos: standing >
A Steep Cave
   The cave is so steep here that it is hard to keep one's footing.  A slick
coating of water clinging to the walls and floor of the cave are of no
assistance either.  The rock is cooler than the air and draws the moisture out
of the humid air.  Easy to defend due to its steep grade and narrow confines,
it is easy to see why the lizardmen have made their homes here.  Only the
insane, or those with a death wish, would dare to make war upon them in these
caves and caverns.
This area seems to be exceptionally narrow!
Obvious exits: -Up    -Down 

< 289h/289H 107v/109V Pos: standing >
Alas, you cannot go that way. . . .

< 289h/289H 108v/109V Pos: standing >
A Rocky Cave
   The cave appears to come to a dead-end here, blocked by rubble and broken
stalactites.  At the same time it is evident that many people have passed by
here, perhaps the lizardman guards must patrol into this small area as well.  A
stone bench rests out of the way in a niche to the south, indicating that, if
nothing else, guards must pause here to rest.
Obvious exits: -East  -Down 
The corpse of a lizardman guard is lying here.

< 289h/289H 108v/109V Pos: standing >
Entryway to the Lizardman Caves
   A sign proclaiming "Clan Achelen's Domain, Invaders and Elves shall be
Slain".  It would seem that many of the lizardmen are confident in their
abilities and have no fear of visitors, others are somewhat less trusting.  A
foolhardy adventurer may get lucky though and find themselves treated as
friends.
Obvious exits: -North# -East  -West 
[2] The corpse of a lizardman guard is lying here.

< 289h/289H 107v/109V Pos: standing >
The stone seems to be closed.

< 289h/289H 109v/109V Pos: standing >
That's not a container.

< 289h/289H 109v/109V Pos: standing >

< 289h/289H 109v/109V Pos: standing >
You drop a stone bracer [superior].

< 289h/289H 109v/109V Pos: standing >
A Troll snaps into visibility.
A Troll suddenly looks a bit dumb, and madly slams _YOU_!

< 283h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC:few scratches E: A Troll sta EP: excellent >
 A Troll's pierce strikes you.
A Troll's powerful pierce strikes you.
A Troll's pierce strikes you.
A Troll's powerful pierce strikes you.

< 217h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: small wounds E: A Troll sta EP: excellent >
 Your improved dexterity grants you an additional attack!
You miss a Troll.
A Troll dodges your futile attack.
A Troll parries your futile lunge at her.

< 217h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: small wounds E: A Troll sta EP: excellent >
 A Troll's pierce strikes you hard.
You block a Troll's lunge at you.
A Troll's powerful pierce reached your arm severing tendons and muscles.

< 182h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: few wounds E: A Troll sta EP: excellent >
 A young fisherman enters from the west.
You miss a Troll.

< 182h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: few wounds E: A Troll sta EP: excellent >
 A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 182h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: few wounds E: A Troll sta EP: excellent >
 A Troll dodges your futile attack.
A Troll dodges your futile attack.

< 182h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: few wounds E: A Troll sta EP: excellent >
 A Troll dodges a young fisherman's attack.
A Troll easily dodges a young fisherman's feeble leg sweep.

< 182h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: few wounds E: A Troll sta EP: excellent >
 A Troll's powerful pierce strikes you hard.
A Troll's powerful pierce strikes you very hard.
A Troll's powerful pierce strikes you hard.
A Troll's powerful pierce strikes you hard.

< 116h/289H 109v/109V Pos: on your ass >
< T: Zed TP: ass TC: nasty wounds E: A Troll sta EP: excellent >
 You scramble madly to your feet!

< 116h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 You are already standing.

< 116h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 You attempt to flee...
A Guardsman's Cave
   Stone benches stand against the walls ready for the guards that must stay
here to protect the entrance to the lizardman caves.  Marks on one of the walls
show that bored guards must engage in contests of spear and dagger throwing to
pass the time.  Racks line the walls, full of spears and thin javelins as well
as clubs and other weapons.  Despite the crude work on the benches and the
walls, it is clear that the lizardmen take special care of their weapons for
these are the tools of their survival.
Obvious exits: -South -West 
The corpse of the chieftain's aid is lying here.
[2] The corpse of a lizardman guard is lying here.
You flee eastward!

< 116h/289H 97v/109V Pos: standing >
Entryway to the Lizardman Caves
   A sign proclaiming "Clan Achelen's Domain, Invaders and Elves shall be
Slain".  It would seem that many of the lizardmen are confident in their
abilities and have no fear of visitors, others are somewhat less trusting.  A
foolhardy adventurer may get lucky though and find themselves treated as
friends.
Obvious exits: -North# -East  -West 
Someone has dropped a plain stone bracer.
[2] The corpse of a lizardman guard is lying here.
A young fisherman stands here, fighting a Troll.
A Troll (large)  *-* Warlords *-* stands in mid-air here.

< 116h/289H 96v/109V Pos: standing >
A Troll leaves east.

< 116h/289H 96v/109V Pos: standing >
A Troll enters from the east.

< 116h/289H 98v/109V Pos: standing >
In her haste to slam you around, a Troll slips and falls!
A Troll is stunned!

< 116h/289H 99v/109V Pos: standing >
A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 117h/289H 101v/109V Pos: standing >
That's not a container.

< 119h/289H 109v/109V Pos: standing >
The stone seems to be closed.

< 120h/289H 109v/109V Pos: standing >
A young fisherman's fine punch wounds a Troll.
A young fisherman misses a Troll.
A Troll blocks a young fisherman's kick with her arm.

< 120h/289H 109v/109V Pos: standing >
A Troll misses a young fisherman.
A Troll's pierce strikes a young fisherman very hard.
A Troll's impressive pierce strikes a young fisherman.
A young fisherman dodges a Troll's attack.

< 120h/289H 109v/109V Pos: standing >
A Troll clambers to her feet.

< 122h/289H 109v/109V Pos: standing >
A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 122h/289H 109v/109V Pos: standing >
A Troll attempts to flee.
A Troll tries to flee, but can't make it out of here!

< 123h/289H 109v/109V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.
You do not have that item.
A Troll attempts to flee.
A Troll leaves west.

< 123h/289H 109v/109V Pos: standing >
A Troll enters from the west.

< 124h/289H 109v/109V Pos: standing >
You do not have that item.
In her haste to slam you around, a Troll slips and falls!
A Troll is stunned!

< 124h/289H 109v/109V Pos: standing >
A young fisherman suddenly attacks a Troll!
A young fisherman's fine punch wounds a Troll.

< 124h/289H 109v/109V Pos: standing >
I see no stome here.

< 125h/289H 109v/109V Pos: standing >
The stone seems to be closed.

< 126h/289H 109v/109V Pos: standing >
A young fisherman misses a Troll.
A young fisherman's fine punch wounds a Troll.

< 127h/289H 109v/109V Pos: standing >
That's not a container.

< 128h/289H 109v/109V Pos: standing >
A Troll misses a young fisherman.
A young fisherman dodges a Troll's attack.
A Troll's pierce strikes a young fisherman.
A Troll misses a young fisherman.

< 128h/289H 109v/109V Pos: standing >
The stone seems to be closed.

< 128h/289H 109v/109V Pos: standing >
You do not have that item.

< 130h/289H 109v/109V Pos: standing >
A Troll clambers to her feet.

< 130h/289H 109v/109V Pos: standing >
A Troll attempts to flee.
A Troll leaves east.

< 130h/289H 109v/109V Pos: standing >
A Troll enters from the east.

< 131h/289H 109v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's impressive pierce strikes you hard.

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 A Troll parries your futile lunge at her.
You miss a Troll.

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 
< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 A Troll dodges a young fisherman's attack.
A young fisherman misses a Troll.
A young fisherman whacks a Troll in the side with a sound kick.

< 119h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: few scratches >
 You attempt to flee...
A Rocky Cave
   The cave appears to come to a dead-end here, blocked by rubble and broken
stalactites.  At the same time it is evident that many people have passed by
here, perhaps the lizardman guards must patrol into this small area as well.  A
stone bench rests out of the way in a niche to the south, indicating that, if
nothing else, guards must pause here to rest.
Obvious exits: -East  -Down 
The corpse of a lizardman guard is lying here.
You flee westward!

< 119h/289H 99v/109V Pos: standing >
A Troll enters from the east.

< 119h/289H 99v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's impressive pierce strikes you.

< 110h/289H 99v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 
< 110h/289H 99v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 Your improved dexterity grants you an additional attack!
A Troll dodges your futile attack.
A Troll dodges your futile attack.
Sorry, you aren't allowed to do that in combat.

< 110h/289H 99v/109V Pos: standing >
<You attempt to flee...
Entryway to the Lizardman Caves
   A sign proclaiming "Clan Achelen's Domain, Invaders and Elves shall be
Slain".  It would seem that many of the lizardmen are confident in their
abilities and have no fear of visitors, others are somewhat less trusting.  A
foolhardy adventurer may get lucky though and find themselves treated as
friends.
Obvious exits: -North# -East  -West 
Someone has dropped a plain stone bracer.
[2] The corpse of a lizardman guard is lying here.
A young lizardman woman is learning about nets and fishing.
You flee eastward!

< 110h/289H 92v/109V Pos: standing >
A Troll enters from the west.

< 110h/289H 92v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's powerful pierce strikes you very hard.

< 91h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 91h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 91h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 You try to trip, but your opponent is too massive!

< 91h/289H 92v/109V Pos: sitting >
< T: Zed TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
 You clamber to your feet.

< 91h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: excellent >
 Your improved dexterity grants you an additional attack!
[Damage:  5 ] Your fine pierce grazes a Troll.
A Troll dodges your futile attack.
You miss a Troll.

< 91h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: A Troll sta EP: few scratches >
 A Troll parries a young fisherman's lunge at her.
A young fisherman misses a Troll.
A young fisherman misses a Troll with a clumsy kick.
You dodge a Troll's vicious attack.
You dodge a Troll's vicious attack.
A Troll's impressive pierce strikes you hard.
You dodge a Troll's vicious attack.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage:  9 ] Your pierce wounds a Troll.
[Damage:  4 ] Your fine pierce grazes a Troll.
You miss a Troll.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 A young fisherman misses a Troll.
A Troll parries a young fisherman's lunge at her.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 You are already standing.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 You dodge a Troll's vicious attack.
You parry a Troll's lunge at you.
You block a Troll's lunge at you.
You parry a Troll's lunge at you.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
You miss a Troll.
A Troll parries your futile lunge at her.
A Troll parries your futile lunge at her.

< 81h/289H 92v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: few scratches >
 You attempt to flee...
A Guardsman's Cave
   Stone benches stand against the walls ready for the guards that must stay
here to protect the entrance to the lizardman caves.  Marks on one of the walls
show that bored guards must engage in contests of spear and dagger throwing to
pass the time.  Racks line the walls, full of spears and thin javelins as well
as clubs and other weapons.  Despite the crude work on the benches and the
walls, it is clear that the lizardmen take special care of their weapons for
these are the tools of their survival.
Obvious exits: -South -West 
The corpse of the chieftain's aid is lying here.
[2] The corpse of a lizardman guard is lying here.
You flee eastward!

< 81h/289H 79v/109V Pos: standing >
A Troll enters from the west.

< 81h/289H 79v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's impressive pierce strikes you very hard.

< 68h/289H 79v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 68h/289H 79v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: excellent >
 You attempt to flee...
Home of the Lizardman Chieftain
   Elven shields and longbows dot the wall, trophies from battle no doubt.  It
is evident that the lizardman that lives here is of very high stature.  A bed
with a real mattress, and even sheets, stands against one wall and captured
tapestries dot several of the other walls.  Lizardmen tend to display their
wealth rather than hide it, and if this room is any indication the hides of the
more powerful jungle creatures are extremely valuable.  The skin of a coatl has
been used to line a throne-like chair and the scales of a green dragon have
been piled to one side.  Several tiger skins have been used to create soft
pillows and the bones of a number of elves have been turned into disgusting
statues that decorate a number of small tables lining the walls.  These
decorations alone show how powerful the lizardman chieftain is, and this
strength is what has made him the tribal leader.
Obvious exits: -North
The corpse of the chieftain is lying here.
A throne made from the hide of a couatl stands here.
You flee southward!

< 68h/289H 63v/109V Pos: standing >
A Troll enters from the north.

< 69h/289H 63v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's impressive pierce strikes you very hard.

< 58h/289H 63v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 58h/289H 63v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: A Troll sta EP: excellent >
 You attempt to flee...
A Guardsman's Cave
   Stone benches stand against the walls ready for the guards that must stay
here to protect the entrance to the lizardman caves.  Marks on one of the walls
show that bored guards must engage in contests of spear and dagger throwing to
pass the time.  Racks line the walls, full of spears and thin javelins as well
as clubs and other weapons.  Despite the crude work on the benches and the
walls, it is clear that the lizardmen take special care of their weapons for
these are the tools of their survival.
Obvious exits: -South -West 
Fresh blood covers everything in the area.
The corpse of the chieftain's aid is lying here.
[2] The corpse of a lizardman guard is lying here.
You flee northward!

< 58h/289H 54v/109V Pos: standing >
You attempt to hide yourself.

< 58h/289H 54v/109V Pos: standing >
A young fisherman enters from the west.
A Troll enters from the south.
A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 58h/289H 54v/109V Pos: standing >
A Troll attempts to flee.
A Troll leaves west.

< 58h/289H 54v/109V Pos: standing >
A Troll enters from the west.

< 58h/289H 54v/109V Pos: standing >
A young fisherman suddenly attacks a Troll!
A young fisherman misses a Troll.

< 58h/289H 54v/109V Pos: standing >
A Troll dodges a young fisherman's attack.
A young fisherman almost sweeps a Troll off of her feet with a well placed leg sweep.

< 58h/289H 54v/109V Pos: standing >
A young fisherman dodges a Troll's attack.
A Troll's impressive pierce strikes a young fisherman hard.
A Troll misses a young fisherman.
A Troll misses a young fisherman.

< 58h/289H 54v/109V Pos: standing >
A Troll attempts to flee.
A Troll leaves south.

< 58h/289H 54v/109V Pos: standing >
A Troll enters from the south.

< 58h/289H 54v/109V Pos: standing >
A Troll places a slimy troglodyte claw [superior] in the back of a young fisherman, resulting in some strange noises and some blood.
A Troll places a slimy troglodyte claw [superior] in the back of a young fisherman, resulting in some strange noises and some blood.
A young fisherman is mortally wounded, and will die soon, if not aided.
With a swift tug a Troll wrenches the weapon free, ramming it into a young fisherman's spine!
A Troll places a slimy troglodyte claw [superior] in the back of a young fisherman, resulting in some strange noises and some blood.
A young fisherman is dead! R.I.P.
You feel the bloodlust in your heart as you hear the death cry of a young fisherman.

< 58h/289H 54v/109V Pos: standing >
Autosaving...

< 59h/289H 54v/109V Pos: standing >
A Troll stops using a dangling dematite earring.

< 62h/289H 65v/109V Pos: standing >
A Troll gets a black pearl earring [superior] from her bottomless bag of the illithids.

< 62h/289H 66v/109V Pos: standing >
A Troll wears a black pearl earring [superior] on her ear.
A lizardman guard suddenly attacks a Troll!
A lizardman guard misses a Troll.

< 62h/289H 67v/109V Pos: standing >
A Troll says 'inwisobli'
A Troll's black pearl earring [superior] hums briefly.
A Troll slowly fades out of existence.

< 63h/289H 67v/109V Pos: standing >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.

< 68h/289H 92v/109V Pos: standing >
A lizardman guard leaves west.

< 70h/289H 108v/109V Pos: standing >

< 71h/289H 109v/109V Pos: standing >

< 72h/289H 109v/109V Pos: standing >

< 77h/289H 109v/109V Pos: standing >
You faintly hear A Troll say the words '(mumble)'.

< 78h/289H 109v/109V Pos: standing >

< 78h/289H 109v/109V Pos: standing >

< 80h/289H 109v/109V Pos: standing >
A Troll enters from the west.

< 81h/289H 109v/109V Pos: standing >
A Troll leaves west.

< 81h/289H 109v/109V Pos: standing >

< 82h/289H 109v/109V Pos: standing >

< 83h/289H 109v/109V Pos: standing >
Hint: Wondering how far you are until you gain your next level? Use the 'experience' command.

< 84h/289H 109v/109V Pos: standing >

< 84h/289H 109v/109V Pos: standing >

< 86h/289H 109v/109V Pos: standing >

< 89h/289H 109v/109V Pos: standing >

< 90h/289H 109v/109V Pos: standing >

< 91h/289H 109v/109V Pos: standing >

< 93h/289H 109v/109V Pos: standing >
A lizardman guard suddenly attacks YOU!
A lizardman guard misses you.

< 95h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: lizardman sta EP: excellent >
 Your improved dexterity grants you an additional attack!
A lizardman guard dodges your futile attack.
[Damage:  5 ] Your pierce wounds a lizardman guard.
You miss a lizardman guard.

< 95h/289H 109v/109V Pos: standing >
< T: Zed TP: sta TC: nasty wounds E: lizardman sta EP: few scratches >
 You attempt to flee...
Home of the Lizardman Chieftain
   Elven shields and longbows dot the wall, trophies from battle no doubt.  It
is evident that the lizardman that lives here is of very high stature.  A bed
with a real mattress, and even sheets, stands against one wall and captured
tapestries dot several of the other walls.  Lizardmen tend to display their
wealth rather than hide it, and if this room is any indication the hides of the
more powerful jungle creatures are extremely valuable.  The skin of a coatl has
been used to line a throne-like chair and the scales of a green dragon have
been piled to one side.  Several tiger skins have been used to create soft
pillows and the bones of a number of elves have been turned into disgusting
statues that decorate a number of small tables lining the walls.  These
decorations alone show how powerful the lizardman chieftain is, and this
strength is what has made him the tribal leader.
Obvious exits: -North
The corpse of the chieftain is lying here.
A throne made from the hide of a couatl stands here.
An elderly lizardman stands here assisting his chief.
(Q)The chieftain ponders his next move against the elves.
You flee southward!

< 95h/289H 93v/109V Pos: standing >

< 95h/289H 95v/109V Pos: standing >
A lizardman guard enters from the north.

< 95h/289H 96v/109V Pos: standing >
A lizardman guard suddenly attacks YOU!
A lizardman guard's fine punch strikes you hard.

< 86h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 The chieftain's aid assists a lizardman guard heroically.
The chieftain's aid suddenly attacks YOU!
The chieftain's aid's fine punch strikes you very hard.

< 74h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 
< 74h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 You are carrying: (9/12)
a collar of elven finger bones
a well-crafted obsidian longbow
[3] a sparkling speckled perch
a deerskin belt
a rugged adventurers satchel (magic) (illuminating)
a large leather backpack
a sewing needle
Someone suddenly attacks YOU!
A Troll snaps into visibility.
A Troll's impressive pierce strikes you very hard.
A Troll withstands a bash from the chieftain, who bounces back and falls.

< 62h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 The chieftain misses a Troll.
[Damage:  6 ] Your fine pierce wounds a lizardman guard.
[Damage:  4 ] Your fine pierce wounds a lizardman guard.

< 62h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 You parry a lizardman guard's lunge at you.
A lizardman guard's fine punch strikes you very hard.
You parry a lizardman guard's lunge at you.
A lizardman guard's kick parts your hair but does little else.

< 53h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC:pretty hurt E: lizardman sta EP: few scratches >
 You parry the chieftain's aid's lunge at you.
You parry the chieftain's aid's lunge at you.
You suddenly see the chieftain's aid's foot in your chest.

< 41h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: lizardman sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
You miss a lizardman guard.
A lizardman guard dodges your futile attack.
You miss a lizardman guard.

< 41h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: lizardman sta EP: few scratches >
 Pardon?

< 41h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: lizardman sta EP: few scratches >
 A Troll dodges the chieftain's attack.
A Troll dodges the chieftain's attack.

< 41h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: lizardman sta EP: few scratches >
 You dodge a Troll's vicious attack.
You dodge a Troll's vicious attack.
A Troll's impressive pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
You parry a Troll's lunge at you.

< 29h/289H 97v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: lizardman sta EP: few scratches >
 You attempt to flee...
A Guardsman's Cave
   Stone benches stand against the walls ready for the guards that must stay
here to protect the entrance to the lizardman caves.  Marks on one of the walls
show that bored guards must engage in contests of spear and dagger throwing to
pass the time.  Racks line the walls, full of spears and thin javelins as well
as clubs and other weapons.  Despite the crude work on the benches and the
walls, it is clear that the lizardmen take special care of their weapons for
these are the tools of their survival.
Obvious exits: -South -West 
The corpse of a young fisherman is lying here.
The corpse of the chieftain's aid is lying here.
[2] The corpse of a lizardman guard is lying here.
You flee northward!

< 29h/289H 90v/109V Pos: standing >
A Troll enters from the south.

< 29h/289H 90v/109V Pos: standing >
A Troll suddenly attacks YOU!
A Troll's mighty pierce grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 3h/289H 90v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: A Troll sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 3h/289H 90v/109V Pos: standing >
< T: Zed TP: sta TC: awful E: A Troll sta EP: excellent >
 You attempt to flee...
Entryway to the Lizardman Caves
   A sign proclaiming "Clan Achelen's Domain, Invaders and Elves shall be
Slain".  It would seem that many of the lizardmen are confident in their
abilities and have no fear of visitors, others are somewhat less trusting.  A
foolhardy adventurer may get lucky though and find themselves treated as
friends.
Obvious exits: -North# -East  -West 
[4] The corpse of a lizardman guard is lying here.
You flee westward!

< 3h/289H 82v/109V Pos: standing >
A Guardsman's Cave
   Stone benches stand against the walls ready for the guards that must stay
here to protect the entrance to the lizardman caves.  Marks on one of the walls
show that bored guards must engage in contests of spear and dagger throwing to
pass the time.  Racks line the walls, full of spears and thin javelins as well
as clubs and other weapons.  Despite the crude work on the benches and the
walls, it is clear that the lizardmen take special care of their weapons for
these are the tools of their survival.
Obvious exits: -South -West 
Fresh blood covers everything in the area.
The corpse of a young fisherman is lying here.
The corpse of the chieftain's aid is lying here.
[2] The corpse of a lizardman guard is lying here.
The chieftain's aid crouches here, fighting a Troll.
A Troll (large)  *-* Warlords *-* stands in mid-air here, fighting the chieftain's aid.

< 3h/289H 81v/109V Pos: standing >
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type 'trophy' to look at which areas you have spent time in, and how much you can still stand to learn from them.

< 3h/289H 81v/109V Pos: standing >
Pardon?

< 3h/289H 81v/109V Pos: standing >
A Troll turns to focus her attack on you!

< 3h/289H 82v/109V Pos: standing >
A lizardman guard enters from the south.

< 3h/289H 83v/109V Pos: standing >
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!
You are knocked to the ground by a lizardman guard's mighty bash!

< 1h/289H 84v/109V Pos: sitting >
< T: Zed TP: sit TC: awful E: lizardman sta EP: few scratches >
 A lizardman guard misses you.
A lizardman guard misses you.

< 1h/289H 84v/109V Pos: sitting >
< T: Zed TP: sit TC: awful E: lizardman sta EP: few scratches >
 A Troll's impressive pierce hits you.
Your sewing needle [superior] was completely destroyed by the massive blow!
Your red hawk signet ring [superior] was completely destroyed by the massive blow!
Your red hawk signet ring [superior] was completely destroyed by the massive blow!
Your some knight's crystal leggings was completely destroyed by the massive blow!