The death of [21 Cleric] Chor (Goblin)

in a Well Traveled Path

from the perspective of [21 Cleric] Chor (Goblin)

<worn on head>       an unholy priest cap
<worn around neck>   some unholy beads
<worn around neck>   some unholy beads
<worn on body>       a thin priest gown
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<primary weapon>     a large stone warhammer

Your punch strikes a peasant commoner.]=-

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 A traveling adventurer leaves south.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 [Damage:  3 ] -=[Your fine punch strikes a peasant commoner.]=-

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 A young villager leaves south.
A peasant commoner misses you.
A peasant commoner's kick parts your hair but does little else.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 You start chanting...

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 Hint: The main stat for armor class is agility. You can improve your armor class with equipment.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: few scratches >
 You complete your spell...
[Damage: 24 ] -=[Your touch sends wracking pains through a peasant commoner's body.]=-

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A peasant commoner dodges your futile attack.
A peasant commoner dodges your futile attack.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  few wounds >
 You start chanting...

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  few wounds >
 You dodge a peasant commoner's vicious attack.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  few wounds >
 A wandering merchant enters from the south.
You complete your spell...
[Damage: 21 ] -=[Your touch sends wracking pains through a peasant commoner's body.]=-

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  nasty wounds >
 You start chanting...

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  nasty wounds >
 A village commoner leaves south.

< 186h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  nasty wounds >
 A peasant commoner misses you.
-=[You suddenly see a peasant commoner's foot in your chest.]=-

< 181h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: peasant sta EP:  nasty wounds >
 You complete your spell...
[Damage: 22 ] -=[Your touch sends wracking pains through a peasant commoner's body.]=-

< 181h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: peasant sta EP:  awful >
 You attempt to flee...
PANIC!  You couldn't escape!

< 181h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: peasant sta EP:  awful >
 A peasant commoner dodges your futile attack.

< 181h/186H 108v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: peasant sta EP:  awful >
 You attempt to flee...
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South# -Down 
A tiny infant has been abandoned here, left to die.
You flee upward!

< 181h/186H 79v/108V Pos: standing >
You sit down and relax.

< 181h/186H 80v/108V Pos: sitting >
You have memorized the following spells:
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   12 seconds:  ( 3rd) cause critical
   25 seconds:  ( 3rd) cause critical
   37 seconds:  ( 3rd) cause critical

You can pray 2 1st circle spell(s).
You continue your praying.

< 181h/186H 80v/108V Pos: sitting >
You start meditating...

< 181h/186H 81v/108V Pos: sitting >
Autosaving...

< 183h/186H 108v/108V Pos: sitting >
You have finished praying for cause critical.

< 184h/186H 108v/108V Pos: sitting >
You have finished praying for cause critical.

< 186h/186H 108v/108V Pos: sitting >
You have finished praying for cause critical.
Your prayers are complete.

< 186h/186H 108v/108V Pos: sitting >
You clamber to your feet.

< 186h/186H 108v/108V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up   
The corpse of a pudgy commoner is lying here.
A village commoner wanders here in search of something to do.
A wandering merchant wanders here looking to buy some wares.
A peasant commoner wanders here with his head held low.

< 186h/186H 107v/108V Pos: standing >
A peasant commoner suddenly attacks YOU!
A peasant commoner misses you.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: pretty hurt >
 You don't have that spell memorized.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
[Damage:  2 ] -=[Your decent punch strikes a peasant commoner hard.]=-
You miss a peasant commoner.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  awful >
 You dodge a peasant commoner's vicious attack.
You dodge a peasant commoner's vicious attack.
A peasant commoner's kick parts your hair but does little else.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  awful >
 You start chanting...

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  awful >
 A small villager enters from the south.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  awful >
 You dodge a peasant commoner's vicious attack.

< 186h/186H 107v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: peasant sta EP:  awful >
 You complete your spell...
[Damage: 22 ] -=[Your touch sends wracking pains through a peasant commoner's body.]=-
A peasant commoner is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!
A peasant commoner's death cry reverberates in your head as he falls to the ground.

< 193h/193H 107v/108V Pos: standing >
You have just begun the trek to your next level!

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >

< 193h/193H 108v/108V Pos: standing >
You are carrying: (13/12)
a large moth-eaten leather sack
a large stone warhammer
a belt of sewn ratskins
a reptile skin cloak
a small round wooden shield
a pair of brown leather gloves
an unholy priest cap
a thin priest gown
[2] some unholy beads
a small wooden mace
a stout oaken cudgel
a sturdy wooden club

< 193h/193H 108v/108V Pos: standing >
You sit down and relax.

< 193h/193H 108v/108V Pos: sitting >
You have memorized the following spells:
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
               2 - cause critical
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   12 seconds:  ( 3rd) cause critical

You can pray 2 1st and 1 5th circle spell(s).
You continue your praying.

< 193h/193H 108v/108V Pos: sitting >
You start meditating...

< 193h/193H 108v/108V Pos: sitting >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.
You aren't wearing anything!

< 193h/193H 108v/108V Pos: sitting >
You stop meditating.
You shrug into a thin priest gown.
You clasp a belt of sewn ratskins around your waist.
You pull a pair of brown leather gloves onto your hands.
You don an unholy priest cap on your head.
You strap a small round wooden shield to your arm.
You duck your head and place some unholy beads around your neck.
You duck your head and place some unholy beads around your neck.
You wear a reptile skin cloak about your body.
You wield a large stone warhammer.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
Your hands are full.

< 193h/193H 108v/108V Pos: sitting >
You have memorized the following spells:
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
               2 - cause critical
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
    6 seconds:  ( 3rd) cause critical

You can pray 2 1st and 1 5th circle spell(s).

< 193h/193H 108v/108V Pos: sitting >

1st CIRCLE:
armor                      
bless                      
cause light                
cure light                 
detect evil                
detect good                
detect magic               
turn undead                

2nd CIRCLE:
blindness                  
cause serious              
cure serious               
preserve                   
protection from cold       
protection from fire       
slow poison                
word of command            

3rd CIRCLE:
cause critical             
cure blind                 
cure critic                
dispel evil                
dispel good                
earthquake                 
remove poison              
sense life                 

4th CIRCLE:
cure disease               
invigorate                 
protection from acid       
protection from evil       
protection from gas        
protection from good       
protection from lightning  
remove curse               
self comprehension         
summon                     

5th CIRCLE:
destroy undead             
heal                       
soulshield                 
vitality                   

6th CIRCLE:
continual light            
curse                      
darkness                   
fear                       
flame strike               
harm                       
negative energy barrier    

7th CIRCLE:
full heal                  
lesser resurrect           
water breathing            

8th CIRCLE:
dispel magic               
mass heal                  

9th CIRCLE:
divine fury                
holy word                  
plane shift                
resurrect                  
silence                    
unholy word                
word of recall             

10th CIRCLE:
accelerated healing        
full harm                  
taint                      

11th CIRCLE:
group recall               
mass preserve              
true seeing                

12th CIRCLE:
miracle                    


< 193h/193H 108v/108V Pos: sitting >
You have finished praying for cause critical.
Your prayers are complete.

< 193h/193H 108v/108V Pos: sitting >
You are praying for heal, which will take about 15 seconds.

< 193h/193H 108v/108V Pos: sitting >
You start meditating...

< 193h/193H 108v/108V Pos: sitting >
You have memorized the following spells:
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
               3 - cause critical
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
    1 seconds:  ( 5th) heal

You can pray 2 1st circle spell(s).

< 193h/193H 108v/108V Pos: sitting >
A small villager enters from the south.

< 193h/193H 108v/108V Pos: sitting >
You have finished praying for heal.
Your prayers are complete.

< 193h/193H 108v/108V Pos: sitting >
You have just begun the trek to your next level!

< 193h/193H 108v/108V Pos: sitting >
You clamber to your feet.

< 193h/193H 108v/108V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up   
A few drops of fresh blood are scattered around the area.
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A small villager wanders here looking for something to do.
A small villager wanders here looking for something to do.
A village commoner wanders here in search of something to do.
A wandering merchant wanders here looking to buy some wares.

< 193h/193H 108v/108V Pos: standing >
You quickly scan the area.
A traveling merchant who is close by to your south.

< 193h/193H 108v/108V Pos: standing >
You miss a village commoner.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 Your improved dexterity grants you an additional attack!
A village commoner dodges your futile attack.
A village commoner dodges your futile attack.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 You block a village commoner's lunge at you.
You dodge a village commoner's vicious attack.
A village commoner's kick parts your hair but does little else.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 You start chanting...

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 A muscular villager enters from the south.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 Casting: cause critical 

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: excellent >
 You complete your spell...
[Damage: 28 ] -=[Your touch sends wracking pains through a village commoner's body.]=-

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A village commoner dodges your futile attack.
A village commoner dodges your futile attack.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  few wounds >
 You start chanting...
You feel your skill in quick chant improving.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  few wounds >
 You dodge a village commoner's vicious attack.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  few wounds >
 You complete your spell...
[Damage: 26 ] -=[Your touch sends wracking pains through a village commoner's body.]=-

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  nasty wounds >
 You start chanting...

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  nasty wounds >
 Casting: cause critical *

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP:  nasty wounds >
 You complete your spell...
[Damage: 24 ] -=[Your touch sends wracking pains through a village commoner's body.]=-

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: pretty hurt >
 You dodge a village commoner's vicious attack.
You dodge a village commoner's vicious attack.
A village commoner's kick parts your hair but does little else.

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: pretty hurt >
 [Damage:  4 ] -=[Your fine crush strikes a village commoner hard.]=-

< 193h/193H 108v/108V Pos: standing >
< T: Chor TP: sta TC:excellent E: citizen sta EP: pretty hurt >
 You attempt to flee...
a Well Traveled Path
   The smell of life is great and grand here.  The hauntingly beautiful songs
of birds are carried by the majestic wind.  The sound of villagers moving about
also invades the purity of the air.  The ground here is a very hard packed
dirt.  The path seems to be rather well traveled with broken twigs, crushed
leaves, and faded footprints adorning the ground.
Obvious exits: -North -East 
A wandering adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.
You flee southward!

< 193h/193H 85v/108V Pos: standing >
You sit down and relax.

< 193h/193H 86v/108V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - heal
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   12 seconds:  ( 3rd) cause critical
   24 seconds:  ( 3rd) cause critical
   36 seconds:  ( 3rd) cause critical

You can pray 2 1st circle spell(s).
You continue your praying.

< 193h/193H 86v/108V Pos: sitting >
You start meditating...

< 193h/193H 87v/108V Pos: sitting >
A peasant commoner enters from the east.

< 193h/193H 99v/108V Pos: sitting >
You have finished praying for cause critical.

< 193h/193H 105v/108V Pos: sitting >
A wandering adventurer leaves east.

< 193h/193H 108v/108V Pos: sitting >
You have finished praying for cause critical.

< 193h/193H 108v/108V Pos: sitting >
A traveling merchant enters from the east.
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.

< 193h/193H 108v/108V Pos: sitting >
You have finished praying for cause critical.
Your prayers are complete.

< 193h/193H 108v/108V Pos: sitting >
You clamber to your feet.

< 193h/193H 108v/108V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up   
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A muscular villager wanders here looking to start a fight.
A small villager wanders here looking for something to do.
A small villager wanders here looking for something to do.
A village commoner wanders here in search of something to do.
A wandering merchant wanders here looking to buy some wares.

< 193h/193H 106v/108V Pos: standing >
You are knocked to the ground by a village commoner's mighty bash!
You block a village commoner's lunge at you.
You block a village commoner's lunge at you.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 A village commoner dodges your futile attack.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 A village commoner misses you.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
A village commoner dodges your futile attack.
You miss a village commoner.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 A peasant commoner enters from the south.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 A wandering merchant leaves south.

< 191h/193H 106v/108V Pos: sitting >
< T: Chor TP: sit TC:few scratches E: citizen sta EP: pretty hurt >
 You clamber to your feet.

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP: pretty hurt >
 You start chanting...

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP: pretty hurt >
 You block a village commoner's lunge at you.
A village commoner misses you.

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP: pretty hurt >
 Casting: cause critical *

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP: pretty hurt >
 Casting: cause critical 

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP: pretty hurt >
 You complete your spell...
[Damage: 23 ] -=[Your touch sends wracking pains through a village commoner's body.]=-

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP:  awful >
 You start chanting...

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP:  awful >
 You dodge a village commoner's vicious attack.
A village commoner's kick parts your hair but does little else.

< 191h/193H 106v/108V Pos: standing >
< T: Chor TP: sta TC:few scratches E: citizen sta EP:  awful >
 You complete your spell...
[Damage: 15 ] -=[Your touch sends wracking pains through a village commoner's body.]=-
A village commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a village commoner's last actions in this world.

< 191h/193H 106v/108V Pos: standing >
You are still a very long way from your next level.

< 191h/193H 106v/108V Pos: standing >
You sit down and relax.

< 191h/193H 106v/108V Pos: sitting >
You have memorized the following spells:
( 5th circle)  1 - heal
( 4th circle)  5 - invigorate
( 3rd circle)  3 - cure critic
               1 - cause critical
( 2nd circle)  7 - blindness
( 1st circle)  1 - armor
               1 - bless
               1 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   12 seconds:  ( 3rd) cause critical
   24 seconds:  ( 3rd) cause critical

You can pray 2 1st circle spell(s).
You continue your praying.

< 191h/193H 106v/108V Pos: sitting >
You start meditating...

< 191h/193H 106v/108V Pos: sitting >
You have finished praying for cause critical.

< 192h/193H 108v/108V Pos: sitting >
A peasant commoner leaves south.

< 193h/193H 108v/108V Pos: sitting >
You have finished praying for cause critical.
Your prayers are complete.

< 193h/193H 108v/108V Pos: sitting >
It rains a bit harder.
A small villager leaves south.

< 193h/193H 108v/108V Pos: sitting >
A peasant commoner enters from the south.

< 193h/193H 108v/108V Pos: sitting >
Hint: Type 'spells' to see what spells your class is able to use.

< 193h/193H 108v/108V Pos: sitting >
Someone says 'dii kinop fsiepd'

< 193h/193H 108v/108V Pos: sitting >
Someone says 'dii kinop fsiepd'

< 193h/193H 108v/108V Pos: sitting >
Someone says 'dii kinop fsiepd'

< 193h/193H 108v/108V Pos: sitting >
A Vampire snaps into visibility.

< 193h/193H 108v/108V Pos: sitting >
A Vampire completes his spell...
A Vampire sends a green ray of light coming .. Straight towards YOU!
-=[Your body quivers and shakes as a Vampire hits you with a disintegration ray, but you manage to stay together.]=-
OUCH!  That really did HURT!

< 104h/193H 108v/108V Pos: sitting >
A small villager enters from the south.

< 104h/193H 108v/108V Pos: sitting >
A Vampire starts casting an offensive spell.

< 104h/193H 108v/108V Pos: sitting >
Nah... You feel too relaxed to do that...

< 104h/193H 108v/108V Pos: sitting >
Nah... You feel too relaxed to do that...

< 104h/193H 108v/108V Pos: sitting >
A Vampire completes his spell...
A Vampire sends a green ray of light coming .. Straight towards YOU!
-=[Your body quivers and shakes as a Vampire hits you with a disintegration ray, but you manage to stay together.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 8h/193H 108v/108V Pos: sitting >
Nah... You feel too relaxed to do that...

< 9h/193H 108v/108V Pos: sitting >
A Vampire starts casting an offensive spell.

< 9h/193H 108v/108V Pos: sitting >
You clamber to your feet.

< 9h/193H 108v/108V Pos: standing >
You attempt to flee...
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South# -Down 
A few drops of fresh blood are scattered around the area.
A tiny infant has been abandoned here, left to die.
You flee upward!

< 9h/193H 86v/108V Pos: standing >
Pardon?

< 10h/193H 88v/108V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 10h/193H 90v/108V Pos: standing >
Rushdie Inn
Obvious exits: -South# -Down 
A few drops of fresh blood are scattered around the area.
A tiny infant has been abandoned here, left to die.

< 11h/193H 95v/108V Pos: standing >
You quickly scan the area.
A traveling merchant who is close by below you.
A small villager who is close by below you.
A Vampire who is close by below you.
A peasant commoner who is close by below you.
A muscular villager who is close by below you.
A small villager who is close by below you.

< 11h/193H 95v/108V Pos: standing >
A Vampire opens the door.

< 11h/193H 97v/108V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up   
Fresh blood splatters cover the area.
A greyish stone wall is here to the south.
The corpse of a village commoner is lying here.
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A traveling merchant wanders here looking to buy some wares.
A small villager wanders here looking for something to do.
A peasant commoner wanders here with his head held low.
A muscular villager wanders here looking to start a fight.
A small villager wanders here looking for something to do.

< 11h/193H 97v/108V Pos: standing >
Oof! You bump into a greyish stone wall...

< 11h/193H 97v/108V Pos: standing >
Oof! You bump into a greyish stone wall...

< 11h/193H 97v/108V Pos: standing >
Alas, you cannot go that way. . . .

< 12h/193H 98v/108V Pos: standing >
Alas, you cannot go that way. . . .

< 12h/193H 98v/108V Pos: standing >
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down 
Fresh blood covers everything in the area.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A tiny infant has been abandoned here, left to die.

< 12h/193H 98v/108V Pos: standing >
A Vampire suddenly attacks YOU!
-=[A Vampire's fine punch strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!

< 9h/193H 99v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: A Vampire sta EP: excellent >
 You attempt to flee...
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up   
Puddles of fresh blood cover the ground.
A greyish stone wall is here to the south.
The corpse of a village commoner is lying here.
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A traveling merchant wanders here looking to buy some wares.
A small villager wanders here looking for something to do.
A peasant commoner wanders here with his head held low.
A muscular villager wanders here looking to start a fight.
A small villager wanders here looking for something to do.
You flee downward!

< 9h/193H 78v/108V Pos: standing >
Oof! a peasant commoner bumps into a greyish stone wall...
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down 
Fresh blood splatters cover the area.
A Vampire (medium) \/---\/ o==(=Mithril=Knights=- stands in mid-air here.
A tiny infant has been abandoned here, left to die.

< 9h/193H 77v/108V Pos: standing >
A Room of Peace
   This chamber is lit with a pulsating, eerie light that seems to be emanating
from seemingly nowhere.  The walls seem to be made of a strange magical stone
the like of which you have never seen before.  The floor here is smooth and
very soothing to the touch.  This seems to be some sort of place to meditate or
to commune with the dead.  A rather strange looking statue is in the center of
this room, depicting what seems to be a black dragon fighting against a copper
dragon.  This room emits a strong feeling of joy and boundless peace.
Obvious exits: -North

< 9h/193H 77v/108V Pos: standing >
You are still a very long way from your next level.

< 11h/193H 80v/108V Pos: standing >

< 11h/193H 81v/108V Pos: standing >

< 19h/193H 92v/108V Pos: standing >
A Vampire enters from the north.
An earth elemental enters from the north.

< 19h/193H 92v/108V Pos: standing >
A Vampire closes the door.
You spit in a Vampire's face.

< 19h/193H 92v/108V Pos: standing >
A Vampire gives an order to his followers.
You dodge a bash from an earth elemental, who loses its balance and falls.
You attempt to flee...
PANIC!  You couldn't escape!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 That's tough to do in battle, but still you try...

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 Ok.

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You miss an earth elemental.
You attempt to flee...
PANIC!  You couldn't escape!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 That's tough to do in battle, but still you try...

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 That's tough to do in battle, but still you try...

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 It's already open!

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 That's tough to do in battle, but still you try...

< 20h/193H 94v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You attempt to flee...
Rushdie Inn
   Well polished wood panels line the walls here, and a large fire burns in the
fireplace.  Several tables and chairs dot the room.  The eerie effect of the
shadows on the wall plays tricks on your eyes.  A scent of ale and fried bunny
permeates the air here.  The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down 
Puddles of fresh blood cover the ground.
A tiny infant has been abandoned here, left to die.
You flee northward!

< 20h/193H 66v/108V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 20h/193H 66v/108V Pos: standing >

< 20h/193H 66v/108V Pos: standing >
a Well Traveled Path
   The ground here is hard and unforgiving.  Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here.  Signs that
show that this path has been traveled quite often.  Songs of birds fill this
place with unbridled peace and joy.  A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up   
A few drops of fresh blood are scattered around the area.
A greyish stone wall is here to the south.
The corpse of a village commoner is lying here.
The corpse of a peasant commoner is lying here.
The corpse of a pudgy commoner is lying here.
A traveling merchant wanders here looking to buy some wares.
A small villager wanders here looking for something to do.
A peasant commoner wanders here with his head held low.
A muscular villager wanders here looking to start a fight.
A small villager wanders here looking for something to do.

< 20h/193H 66v/108V Pos: standing >
Oof! You bump into a greyish stone wall...

< 20h/193H 67v/108V Pos: standing >
A Vampire enters from above.
An earth elemental enters from above.

< 20h/193H 71v/108V Pos: standing >
You try to destroy a greyish stone wall...

< 19h/193H 71v/108V Pos: standing >
A Vampire gives an order to his followers.
You dodge a bash from an earth elemental, who loses its balance and falls.

< 19h/193H 71v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 -=[An earth elemental's decent crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!

< 12h/193H 71v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 You miss an earth elemental.

< 12h/193H 71v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 A Vampire starts casting an offensive spell.

< 12h/193H 71v/108V Pos: standing >
< T: Chor TP: sta TC: awful E: earth kne EP: excellent >
 A Vampire completes his spell...
A Vampire utters the word 'euguihzofahz'
A Vampire sends a green ray of light coming .. Straight towards YOU!
-=[Your body quivers and shakes as a Vampire hits you with a disintegration ray, but you manage to stay together.]=-