The death of [ 6 Conjurer] Mormir (Shade)

in The Lush Grasslands of Khomani-Khan

from the perspective of [ 6 Conjurer] Mormir (Shade)

<worn around neck>   a light blue scarf
<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a reptile skin cloak
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of studded leather leggings


< 42h/42H 120v/120V Pos: standing >
< T: Mormir TP: sta TC:excellent E: baby sta EP:  bleeding, close to death >
 A baby crocodile misses you.

< 42h/42H 120v/120V Pos: standing >
< T: Mormir TP: sta TC:excellent E: baby sta EP:  bleeding, close to death >
 [Damage:  2 ] -=[Your decent pierce seriously wounds a baby crocodile.]=-
A baby crocodile is incapacitated and will slowly die, if not aided.

< 42h/42H 120v/120V Pos: standing >
<The night has begun.

< 42h/42H 120v/120V Pos: standing >
<[Damage:  2 ] -=[Your decent pierce enshrouds a baby crocodile in a mist of blood.]=-
A baby crocodile is incapacitated and will slowly die, if not aided.

< 42h/42H 120v/120V Pos: standing >
<[Damage:  3 ] -=[Your decent pierce grievously wounds a baby crocodile.]=-
A baby crocodile is mortally wounded, and will die soon, if not aided.

< 42h/42H 120v/120V Pos: standing >
<[Damage:  2 ] -=[Your pierce hits a baby crocodile.]=-
A baby crocodile is mortally wounded, and will die soon, if not aided.

< 42h/42H 120v/120V Pos: standing >
<[Damage:  1 ] -=[Your weak pierce hits a baby crocodile.]=-
A baby crocodile is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a baby crocodile's gurgling and choking signals its demise.

< 42h/42H 120v/120V Pos: standing >
You are close to the half-way point in the journey towards your next level.

< 42h/42H 120v/120V Pos: standing >
It appears to be the corpse of a baby crocodile.
Nothing.

< 42h/42H 120v/120V Pos: standing >
Hint: If you want to speak to another person that's not in the room, you can use the 'tell <character> <message>' command.

< 42h/42H 120v/120V Pos: standing >
Slay whom?

< 42h/42H 120v/120V Pos: standing >
On the Muddy Banks of a Mossy Pool
Obvious exits: -N -S
Puddles of fresh blood cover the ground.
[2] The corpse of a baby crocodile is lying here.

< 42h/42H 120v/120V Pos: standing >
You quickly scan the area.
You see nothing.

< 42h/42H 120v/120V Pos: standing >
On the Mossy Pool
Obvious exits: -N -E

< 42h/42H 119v/120V Pos: standing >
Before the Ebony Boulder
Obvious exits: -W
An ebony boulder sits here.

< 42h/42H 118v/120V Pos: standing >
On the Mossy Pool
Obvious exits: -N -E

< 42h/42H 119v/120V Pos: standing >
On the Muddy Banks of a Mossy Pool
Obvious exits: -N -S
Puddles of fresh blood cover the ground.
[2] The corpse of a baby crocodile is lying here.

< 42h/42H 118v/120V Pos: standing >
Hint: Be sure to check your innate abilities. These can help you win the fight. Just type 'innate' to see a list.  You can see all innates with 'innate list' and who has a particular innate with 'innate list <innate>'.
Shallow Pool of Muck
Obvious exits: -E -S

< 42h/42H 119v/120V Pos: standing >
A Steep Grassy Mound
Obvious exits: -S -W

< 42h/42H 118v/120V Pos: standing >
A Muddy Clearing within the Swamp
Obvious exits: -N -U
A baby crocodile snaps its jaws.

< 42h/42H 119v/120V Pos: standing >
A baby crocodile leaves north.
Slay whom?

< 42h/42H 119v/120V Pos: standing >
In the Heart of a Swamp
Obvious exits: -S -D

< 42h/42H 118v/120V Pos: standing >
Muddy Trail in a Swamp
Obvious exits: -N -S

< 42h/42H 119v/120V Pos: standing >
A Muddy Trail through the Swamp
Obvious exits: -N -E -S

< 42h/42H 118v/120V Pos: standing >
An Old Trail
Obvious exits: -E -W
A small snake swims in the swamp.

< 42h/42H 119v/120V Pos: standing >
A Long Winding Trail of Mud
Obvious exits: -E -W

< 42h/42H 118v/120V Pos: standing >
Before a Wooden Bridge
Obvious exits: -N -E -W
Two large boulders with rope strung around them anchor a bridge.

< 42h/42H 119v/120V Pos: standing >
Above a River on a Rope Bridge
Obvious exits: -E -W -D

< 42h/42H 118v/120V Pos: standing >
Along a River
Obvious exits: -E -W
[5] A small bandage rests upon the ground here.
A small raven totem lies here.
A small ivory totem lies here.
A small limestone totem lies here.
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 42h/42H 119v/120V Pos: standing >
Above a River on a Rope Bridge
Obvious exits: -E -W -D

< 42h/42H 118v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S -U

< 42h/42H 119v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -E

< 42h/42H 118v/120V Pos: standing >
Wild Rapid
Obvious exits: -S -W

< 42h/42H 119v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 118v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 119v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 118v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 117v/120V Pos: standing >
A Delta
Obvious exits: -N
A carniverous shark searches for prey.

< 42h/42H 118v/120V Pos: standing >
A carniverous shark suddenly attacks YOU!
-=[A carniverous shark's decent punch seriously wounds you.]=-
OUCH!  That really did HURT!

< 31h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC: few wounds E: carniverous sta EP: excellent >
 A carniverous shark misses you.
You dodge a carniverous shark's vicious attack.

< 31h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC: few wounds E: carniverous sta EP: excellent >
 Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 31h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC: few wounds E: carniverous sta EP: excellent >
 You miss a carniverous shark.

< 31h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC: few wounds E: carniverous sta EP: excellent >
 -=[A carniverous shark's decent punch enshrouds you in a mist of blood.]=-
OUCH!  That really did HURT!
-=[A carniverous shark's punch enshrouds you in a mist of blood.]=-
YIKES!  Another hit like that, and you've had it!!

< 8h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC:pretty hurt E: carniverous sta EP: excellent >
 A carniverous shark dodges your futile attack.
You attempt to flee...
PANIC!  You couldn't escape!

< 8h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC:pretty hurt E: carniverous sta EP: excellent >
 A carniverous shark misses you.

< 8h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC:pretty hurt E: carniverous sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 8h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC:pretty hurt E: carniverous sta EP: excellent >
 A carniverous shark dodges your futile attack.

< 8h/42H 119v/120V Pos: standing >
< T: Mormir TP: sta TC:pretty hurt E: carniverous sta EP: excellent >
 You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 94v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 67v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 44v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 15v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee southward!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee southward!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
You're too exhausted.
You couldn't escape!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee southward!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
Wild Rapid
Obvious exits: -N -S
You flee northward!

< 8h/42H 0v/120V Pos: standing >
You attempt to flee...
You're too exhausted.
You couldn't escape!

< 8h/42H 0v/120V Pos: standing >
You sit down and relax.

< 11h/42H 18v/120V Pos: sitting >
It's snowing very hard.

< 14h/42H 64v/120V Pos: sitting >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 23h/42H 120v/120V Pos: sitting >
Autosaving...

< 26h/42H 120v/120V Pos: sitting >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question, or just 'nchat Hello Duris!'.

< 42h/42H 120v/120V Pos: sitting >
You clamber to your feet.

< 42h/42H 120v/120V Pos: standing >
You quickly scan the area.
A carniverous shark who is a brief walk away to your south.

< 42h/42H 120v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 120v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S

< 42h/42H 119v/120V Pos: standing >
Wild Rapid
Obvious exits: -S -W

< 42h/42H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 42h/42H 118v/120V Pos: standing >
You quickly scan the area.
A carniverous shark who is in the distance to your south.

< 42h/42H 120v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -E

< 42h/42H 119v/120V Pos: standing >
Wild Rapid
Obvious exits: -N -S -U

< 42h/42H 118v/120V Pos: standing >
You quickly scan the area.
You see nothing.

< 42h/42H 120v/120V Pos: standing >
Above a River on a Rope Bridge
Obvious exits: -E -W -D

< 42h/42H 119v/120V Pos: standing >
Before a Wooden Bridge
Obvious exits: -N -E -W
Two large boulders with rope strung around them anchor a bridge.

< 42h/42H 118v/120V Pos: standing >
The taste of blood slowly fades from your body.

< 42h/42H 118v/120V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 42h/42H 118v/120V Pos: standing >
A Long Winding Trail of Mud
Obvious exits: -E -W
A small snake swims in the swamp.

< 42h/42H 119v/120V Pos: standing >
Before a Wooden Bridge
Obvious exits: -N -E -W
Two large boulders with rope strung around them anchor a bridge.

< 42h/42H 118v/120V Pos: standing >
Above a River on a Rope Bridge
Obvious exits: -E -W -D

< 42h/42H 118v/120V Pos: standing >
Along a River
Obvious exits: -E -W
[5] A small bandage rests upon the ground here.
A small raven totem lies here.
A small ivory totem lies here.
A small limestone totem lies here.
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 42h/42H 118v/120V Pos: standing >
You get a small bandage.
You get a small bandage.
You can't carry anything more.
You got 2 items.

< 42h/42H 120v/120V Pos: standing >
You are carrying: (11/11)
[2] a small bandage
an amber-colored rod
a rugged adventurers satchel (illuminating)
a spellbook
a large moth-eaten leather sack
a steel warhammer
a steel dagger
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 42h/42H 120v/120V Pos: standing >
Pardon?

< 42h/42H 120v/120V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 42h/42H 120v/120V Pos: standing >
Hint: Type 'toggle' to see a list of various commands you can toggle.  Try them out!  Some are quite handy.

< 42h/42H 120v/120V Pos: standing >
Autosaving...

< 42h/42H 120v/120V Pos: standing >
Into what?

< 42h/42H 120v/120V Pos: standing >
Ok.

< 42h/42H 120v/120V Pos: standing >
You don't have the mace.

< 42h/42H 120v/120V Pos: standing >
It's snowing very hard.

< 42h/42H 120v/120V Pos: standing >
Ok.

< 42h/42H 120v/120V Pos: standing >
Hint: Wisdom determines how quickly Priest classes pray for spells.

< 42h/42H 120v/120V Pos: standing >
You get a small bandage.
You get a small bandage.
You can't carry anything more.
You got 2 items.

< 42h/42H 120v/120V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 42h/42H 120v/120V Pos: standing >
Ok.

< 42h/42H 120v/120V Pos: standing >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.

< 42h/42H 120v/120V Pos: standing >
You put 9 items into a rugged adventurers satchel.

< 42h/42H 120v/120V Pos: standing >
You get a small bandage.
You get a small pinewood raven totem.
You get a small ivory totem.
You get a small limestone totem.
Two large boulders isn't takeable.
You got 4 items.

< 42h/42H 120v/120V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 42h/42H 120v/120V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!

< 42h/42H 120v/120V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.

< 42h/42H 120v/120V Pos: standing >
Autosaving...

< 42h/42H 120v/120V Pos: standing >
a small bandage is not a container.

< 42h/42H 120v/120V Pos: standing >
Hint: Type 'spells' to see what spells your class is able to use.

< 42h/42H 120v/120V Pos: standing >
a small bandage isn't a container.

< 42h/42H 120v/120V Pos: standing >
a small bandage isn't a container.

< 42h/42H 120v/120V Pos: standing >
You see nothing here.

< 42h/42H 120v/120V Pos: standing >
The sun rises over the northern horizon.

< 42h/42H 120v/120V Pos: standing >
It's snowing very hard.

< 42h/42H 120v/120V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 42h/42H 120v/120V Pos: standing >
The day has begun.

< 42h/42H 120v/120V Pos: standing >
You get a small bandage from a rugged adventurers satchel.
You get a small bandage from a rugged adventurers satchel.
You get a small bandage from a rugged adventurers satchel.
You get a small bandage from a rugged adventurers satchel.

< 42h/42H 120v/120V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.

< 42h/42H 120v/120V Pos: standing >
You get a spellbook from a rugged adventurers satchel.

< 42h/42H 120v/120V Pos: standing >
A rugged adventurers satchel contains:

a stout oaken cudgel
a steel dagger
a large moth-eaten leather sack
an amber-colored rod
a steel warhammer
a sturdy wooden club
a small wooden mace

< 42h/42H 120v/120V Pos: standing >
You are carrying: (10/11)
a spellbook
a small limestone totem
a small ivory totem
a small pinewood raven totem
[5] a small bandage
a rugged adventurers satchel (illuminating)

< 42h/42H 120v/120V Pos: standing >
Along a River
Obvious exits: -E -W
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 42h/42H 120v/120V Pos: standing >
You quickly scan the area.
A small snake who is a brief walk away to your west.
A small snake who is rather far off to your west.

< 42h/42H 120v/120V Pos: standing >
Along a River
Obvious exits: -E -W
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 42h/42H 120v/120V Pos: standing >
Along a River
Obvious exits: -E -W
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 42h/42H 120v/120V Pos: standing >
Nearing a River
Obvious exits: -E -W

< 42h/42H 119v/120V Pos: standing >
A Dense Forest
Obvious exits: -N -W
[5] A small bandage rests upon the ground here.
A small raven totem lies here.
A small ivory totem lies here.
A large stone warhammer has been dropped here.
A small limestone totem lies here.

< 42h/42H 118v/120V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.

< 42h/42H 120v/120V Pos: standing >
Autosaving...

< 42h/42H 120v/120V Pos: standing >
You see nothing here.

< 42h/42H 120v/120V Pos: standing >
You get a small bandage.
You can't carry anything more.

< 42h/42H 120v/120V Pos: standing >
A Dense Forest
Obvious exits: -N -W
[4] A small bandage rests upon the ground here.
A small raven totem lies here.
A small ivory totem lies here.
A large stone warhammer has been dropped here.
A small limestone totem lies here.

< 42h/42H 120v/120V Pos: standing >
Near a Log Cabin
Obvious exits: -N# -E -S

< 42h/42H 119v/120V Pos: standing >
Hint: Before you sell something try getting a 'value' from the shopkeeper, as different shopkeepers will buy things from you at different prices.

< 42h/42H 119v/120V Pos: standing >
Ok.

< 42h/42H 119v/120V Pos: standing >
In a Log Cabin
Obvious exits: -S
A human monk studies a manuscript.

< 42h/42H 119v/120V Pos: standing >
You ask a human monk 'hi'

< 42h/42H 119v/120V Pos: standing >
You ask a human monk 'quest'

< 42h/42H 119v/120V Pos: standing >
You ask a human monk 'shop'

< 42h/42H 119v/120V Pos: standing >
Near a Log Cabin
Obvious exits: -N -E -S

< 42h/42H 118v/120V Pos: standing >
Along a Game Trail
Obvious exits: -E -W

< 42h/42H 119v/120V Pos: standing >
 
 MMM^..M..  
 MM^^.....  
 MM^^@....  
 MM^^^^^.*  
 MMM^..^^*  
The Lush Grasslands of Khomani-Khan
Obvious exits: -N -E -S -W
A durable looking footman's flail lies discarded here.
A large two-handed sword has been left here.
[6] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.

< 42h/42H 118v/120V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.

< 42h/42H 120v/120V Pos: standing >
a steel long sword isn't a container.

< 42h/42H 120v/120V Pos: standing >
A Drider skitters in from the east.

< 42h/42H 120v/120V Pos: standing >
A servant of the castle snaps into visibility.

< 42h/42H 120v/120V Pos: standing >
A Drider starts casting an offensive spell.

< 42h/42H 120v/120V Pos: standing >
A servant of the castle completes his spell...
A servant of the castle utters the word 'pawwzf'
-=[A servant of the castle creates a hammer out of thin air that smashes into you!]=-
Your pair of tight black slippers was completely destroyed by the massive blow!
Your belt of sewn ratskins was completely destroyed by the massive blow!