The death of [43 Dark Dreamer] Cynee *-* Clan Ragnarok *-* (Drow Elf)

in In the Armorsmith's Rooms

from the perspective of [43 Dark Dreamer] Cynee *-* Clan Ragnarok *-* (Drow Elf)

<worn as a badge>    emblem of the maelstrom
<worn on head>       the great helm of mysticism (glowing) [71%]
<worn on eyes>       a foggy visor [poor]
<worn in ear>        a diamond earring [superior]
<worn in ear>        a delicate nipple ring (glowing)
<worn on face>       a lithixl beak
<worn around neck>   a blue moon charm (glowing)
<worn about body>    an ancient spidersilk cloak [superior]
<worn about waist>   a mystical blue sash (glowing)
<worn on belt buckle>the lost book of 'Magic'
<worn on arms>       sleeves scrolled with intricate runes [superior]
<held as shield>     a well-polished mithril body shield [superior] (illuminating)
<worn around wrist>  a bracelet of finger bones [poor] [82%]
<worn around wrist>  the divine bracer of greater defense (glowing) (humming)
<worn on hands>      some fingerless hunting gloves [superior]
<worn on finger>     a ring of endless light [superior] (illuminating)
<primary weapon>     the globe of stars [poor] (glowing) (humming)
<worn on legs>       a pleated red and yellow kilt

A Gnome starts casting an offensive spell called 'bigbys clenched fist'.

< 293h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 A thri-kreen child snaps into visibility.
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 A troll guard enters from the south.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 A Gnome completes his spell...
A Gnome utters the words 'buoblg qrunsoqpze yugh'
You resist the effects of a Gnome's spell!

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 You dodge a Human's vicious attack.
You dodge a Human's vicious attack.
You dodge a Human's vicious attack.
You dodge a Human's vicious attack.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 A thri-kreen child starts casting an offensive spell.
A thri-kreen child snaps into visibility.
Sorry, you aren't allowed to do that in combat.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 You flip head over heels.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 Pardon?

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 Pardon?
A Gnome starts casting an offensive spell.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 In the Armorsmithy
Obvious exits: -South -West  -Down #
A guard paces in the area.
A Human (medium)  o==(=Mithril=Knights=- stands in mid-air here, fighting YOU!
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A young thri-kreen skitters along the walkway.(Illusion)(Illusion) (casting) 
A Gnome (small) Templar o==(=Mithril=Knights=- stands in mid-air here. (Casting) 
An impenetrable globe of darkness floats near a Gnome's head.

< 266h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: few wounds E: A Human sta EP: excellent >
 A thri-kreen child completes his spell...
A thri-kreen child utters the word 'pawwzf'
A thri-kreen child snaps into visibility.
-=[A thri-kreen child creates a hammer out of thin air that smashes into you!]=-
OUCH!  That really did HURT!
Pardon?

< 190h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: nasty wounds E: A Human sta EP: excellent >
 A Human dodges your futile attack.
You miss a Human.
Pardon?

< 190h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: nasty wounds E: A Human sta EP: excellent >
 A Human tries to tackle you and misses completely, making a nice dent in his forehead and the ground!

< 190h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: nasty wounds E: A Human kne EP: excellent >
 A Gnome completes his spell...
A Gnome utters the words 'buoblg qfjgpuio paie'
-=[A huge fist sent by a Gnome grabs you, and begins crushing your body.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
a swarm of insects is no longer in your group.
A thri-kreen child starts casting an offensive spell.
A thri-kreen child snaps into visibility.

< 30h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human kne EP: excellent >
 In the Armorsmithy
Obvious exits: -South -West  -Down #
A guard paces in the area.
A Human (medium)  o==(=Mithril=Knights=- crouches in mid-air here, fighting YOU!
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A young thri-kreen skitters along the walkway.(Illusion)(Illusion) (casting) 
A Gnome (small) Templar o==(=Mithril=Knights=- stands in mid-air here.
An impenetrable globe of darkness floats near a Gnome's head.

< 30h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human kne EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 30h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human kne EP: excellent >
 A thri-kreen child completes his spell...
A thri-kreen child utters the word 'pawwzf'
You resist the effects of a thri-kreen child's spell!
You attempt to flee...
In the Armorsmithy
   The smell of heated metal is almost overwhelming in this part of the room.
To the west, finished items have been hung on display, and the muscular woman
there is tasked with selling these items.  A huge man stands in the northwest
corner of the room, chanting in a deep bass voice as he hammers at a piece of
metal big enough to make barding for a horse, or a chestpiece for an ogre.
Obvious exits: -North -South -West 
Fresh blood splatters cover the area.
An ant staggers about, trying to carry a drop of beer back to the nest.
A female troll pokes fun at all she passes.
A male troll stomps along the walkway.
You flee southward!

< 30h/524H 150v/181V Pos: standing >
A Gnome sneaks in from the north.
A thri-kreen child enters from the north.
A Shade enters from the north.
A Shade enters from the north.
A Shade enters from the north.
A Shade enters from the north.

< 30h/524H 151v/181V Pos: standing >
A thri-kreen child leaves south.
A Shade leaves south.
A Shade leaves south.
A Shade leaves south.
A Shade leaves south.
A Gnome sneaks south.

< 30h/524H 152v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 30h/524H 153v/181V Pos: standing >
Entrance to the Armorsmithy
   The heat is like a wall when entering this room as it is much hotter than
outside.  Even with the wall slits wide open, the fires from the forges keep
this room sweltering.  The clang of hammers hitting metal can be heard, once
the door is open, and several pieces still being crafted are scattered about
the room. A deep bass voice can be heard chanting to the rhythm of the blows
of one of the hammers.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A Gnome (small) Templar o==(=Mithril=Knights=- stands in mid-air here.
An impenetrable globe of darkness floats near a Gnome's head.
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A young thri-kreen skitters along the walkway.(Illusion)(Illusion)
A tiny maljer darts past, looking for a place to hide.
A female storm giant strides past.

< 30h/524H 152v/181V Pos: standing >
On a Sandy Walkway in Front of the Armorsmithy
   A sign over the swinging doors to the north says "Armorsmith", though the
loud sounds of a hammer beating on metal make it clear that this is a forge.
Darkness pools on the walkway in this area as a thick moss drapes across the
branches of the huge withered trees that shelter all beneath from the horrid
light of the sun.  Even the sounds of the children that run past sound muted
in here, as though the moss is soaking up sound as well as light.
Obvious exits: -North -East  -West 

< 30h/524H 152v/181V Pos: standing >

< 30h/524H 153v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 30h/524H 153v/181V Pos: standing >
A duergar male enters from the west.
Entrance to the Armorsmithy
   The heat is like a wall when entering this room as it is much hotter than
outside.  Even with the wall slits wide open, the fires from the forges keep
this room sweltering.  The clang of hammers hitting metal can be heard, once
the door is open, and several pieces still being crafted are scattered about
the room. A deep bass voice can be heard chanting to the rhythm of the blows
of one of the hammers.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A tiny maljer darts past, looking for a place to hide.
A female storm giant strides past.

< 31h/524H 153v/181V Pos: standing >
In the Armorsmithy
   The smell of heated metal is almost overwhelming in this part of the room.
To the west, finished items have been hung on display, and the muscular woman
there is tasked with selling these items.  A huge man stands in the northwest
corner of the room, chanting in a deep bass voice as he hammers at a piece of
metal big enough to make barding for a horse, or a chestpiece for an ogre.
Obvious exits: -North -South -West 
A few drops of fresh blood are scattered around the area.
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A Shade (small)  o==(=Mithril=Knights=- stands in mid-air here.(Illusion)
A young thri-kreen skitters along the walkway.(Illusion)(Illusion)
A Gnome (small) Templar o==(=Mithril=Knights=- stands in mid-air here.
An impenetrable globe of darkness floats near a Gnome's head.
An ant staggers about, trying to carry a drop of beer back to the nest.
A female troll pokes fun at all she passes.
A male troll stomps along the walkway.
A Gnome sneaks south.
A thri-kreen child leaves south.
A Shade leaves south.
A Shade leaves south.
A Shade leaves south.
A Shade leaves south.

< 31h/524H 152v/181V Pos: standing >
In the Armorsmithy
   A heavy metal ring on the floor can be used to open the trapdoor leading to
the living quarters for the armorsmith who is working hard at the anvil to the
west.  He is chanting something in an unknown language as he works, seeming to
aid his concentration as he pounds on a large piece of metal.  A welcome fresh
breeze blows through this overheated area, every time the door in the south is
opened.
Obvious exits: -South -West  -Down #
A few drops of fresh blood are scattered around the area.
A Human (medium)  o==(=Mithril=Knights=- crouches in mid-air here.

< 32h/524H 152v/181V Pos: standing >

< 32h/524H 152v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 32h/524H 153v/181V Pos: standing >
Pardon?

< 33h/524H 153v/181V Pos: standing >
Sorry, but that command has yet to be implemented...

< 33h/524H 154v/181V Pos: standing >
The trapdoor seems to be closed.

< 34h/524H 155v/181V Pos: standing >
In the Armorsmithy
   A huge anvil dominates the area, but the man working at it would need such
a large piece of equipment.  Though not as big as some giants, he it is clear
that he is a giant of some type.  He swings a huge hammer at the metal he has
on the anvil, and it is doubtful that an ogre could even lift the hammer that
he is using, much less use it himself.  A huge fire is kept stoked by several
apprentices.  While this giant needs this fire to work on the metal, the heat
it generates is overwhelming.
Obvious exits: -East  -South
Puddles of fresh blood cover the ground.
The corpse of a female drow is lying here.
A guard paces in the area.
A swarm of insects stands in mid-air here, fighting a stone giant. (Minion) 
A swarm of insects stands in mid-air here, fighting a stone giant. (Minion) 
A guard paces in the area.
A guard paces in the area.
A gnome female strolls past.
A stone giant stands here, fighting a swarm of insects.

< 35h/524H 155v/181V Pos: standing >
You start chanting...

< 35h/524H 156v/181V Pos: standing >
A troll guard suddenly attacks YOU!
A troll guard misses you.
A swarm of insects dodges a stone giant's attack.
A stone giant's mighty crush critically injures a swarm of insects.
A swarm of insects dodges a stone giant's attack.
A stone giant close in on a swarm of insects!

< 36h/524H 157v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: guard sta EP: excellent >
 Impossible! You can't concentrate enough!
You abort your spell before it's done!

< 36h/524H 157v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: guard sta EP: excellent >
 You attempt to flee...
In the Armorsmithy
   An apprentice stands at a smaller forge, working on metal until she notices
that someone has approached.  Then she straightens up from her work, patiently
placing it aside while waiting to see what the newcomers want.  She will point
to the objects hanging on the wall nearby, asking, "Whaddya want?"
Obvious exits: -North -East 
A few drops of fresh blood are scattered around the area.
A male troll stomps along the walkway.
A patient apprentice stands waiting.
You flee southward!

< 36h/524H 131v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/524H 132v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 36h/524H 132v/181V Pos: standing >
In the Armorsmithy
   The smell of heated metal is almost overwhelming in this part of the room.
To the west, finished items have been hung on display, and the muscular woman
there is tasked with selling these items.  A huge man stands in the northwest
corner of the room, chanting in a deep bass voice as he hammers at a piece of
metal big enough to make barding for a horse, or a chestpiece for an ogre.
Obvious exits: -North -South -West 
Puddles of fresh blood cover the ground.
An ant staggers about, trying to carry a drop of beer back to the nest.
A female troll pokes fun at all she passes.

< 37h/524H 133v/181V Pos: standing >
You start chanting...

< 38h/524H 134v/181V Pos: standing >
A female troll leaves west.

< 38h/524H 135v/181V Pos: standing >
You complete your spell...
You completely vanish.

< 39h/524H 136v/181V Pos: standing >
a swarm of insects is no longer in your group.

< 40h/524H 137v/181V Pos: standing >
Your group has been disbanded.

< 41h/524H 138v/181V Pos: standing >
A Human sneaks south.

< 41h/524H 139v/181V Pos: standing >
A tipsy ant leaves north.
In the Armorsmithy
   An apprentice stands at a smaller forge, working on metal until she notices
that someone has approached.  Then she straightens up from her work, patiently
placing it aside while waiting to see what the newcomers want.  She will point
to the objects hanging on the wall nearby, asking, "Whaddya want?"
Obvious exits: -North -East 
A few drops of fresh blood are scattered around the area.
A guard paces in the area.
A female troll pokes fun at all she passes.
A male troll stomps along the walkway.
A patient apprentice stands waiting.

< 61h/524H 164v/181V Pos: standing >
You sit down and relax.

< 62h/524H 165v/181V Pos: sitting >
You have memorized the following spells:
( 9th circle)  3 - asphyxiate
( 8th circle)  2 - shadow shield
               1 - vanish
( 7th circle)  5 - hammer
( 6th circle)  1 - stunning visions
               5 - reflection
( 5th circle)  1 - illusionary wall
               4 - boulder
               2 - shadow travel
( 4th circle)  3 - sleep
               1 - farsee
               1 - infravision
               3 - insects
( 3rd circle)  3 - blindness
               1 - concealment
               1 - mirror image
               4 - shadow monster
( 2nd circle)  8 - burning hands
               1 - dispel magic
               1 - darkness
( 1st circle)  3 - minor creation
               6 - magic missile
               1 - detect magic
               1 - phantom armor

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) vanish

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

< 62h/524H 165v/181V Pos: sitting >
You start meditating...

< 63h/524H 167v/181V Pos: sitting >
You have finished memorizing vanish.
Your studies are complete.

< 66h/524H 175v/181V Pos: sitting >
You snap into visibility.
-=[A Human's pierce wounds you.]=-

< 67h/524H 181v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 -=[A Human's weak slash wounds you.]=-
-=[A Human's slash strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's weak pierce wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's weak slash wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's weak slash wounds you.]=-
You wish that your wounds would stop BLEEDING so much!

< 58h/524H 181v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 You can't do this sitting!

< 58h/524H 181v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 You clamber to your feet.

< 58h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human sta EP: excellent >
 But you are a member of no group?!

< 58h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human sta EP: excellent >
 -=[Everything is blurry after a Human's head came crashing into your skull.]=-
You wish that your wounds would stop BLEEDING so much!
Wow!  Look at all those stars!!
The world starts spinning, and your ears are ringing!

< 30h/524H 181v/181V Pos: standing >
A patient apprentice starts casting a spell called 'pantherspeed'.

< 31h/524H 181v/181V Pos: standing >
Impossible! You can't concentrate enough!

< 36h/524H 181v/181V Pos: standing >
A patient apprentice completes her spell...
A patient apprentice utters the word 'saihpzfgszze'
A patient apprentice begins to move much more quickly.
You are already standing.

< 37h/524H 181v/181V Pos: standing >
But you are a member of no group?!

< 37h/524H 181v/181V Pos: standing >
You flip head over heels.

< 38h/524H 181v/181V Pos: standing >
In the Armorsmithy
   The smell of heated metal is almost overwhelming in this part of the room.
To the west, finished items have been hung on display, and the muscular woman
there is tasked with selling these items.  A huge man stands in the northwest
corner of the room, chanting in a deep bass voice as he hammers at a piece of
metal big enough to make barding for a horse, or a chestpiece for an ogre.
Obvious exits: -North -South -West 
A few drops of fresh blood are scattered around the area.
An ant staggers about, trying to carry a drop of beer back to the nest.

< 38h/524H 180v/181V Pos: standing >
You attempt to flee...
Entrance to the Armorsmithy
   The heat is like a wall when entering this room as it is much hotter than
outside.  Even with the wall slits wide open, the fires from the forges keep
this room sweltering.  The clang of hammers hitting metal can be heard, once
the door is open, and several pieces still being crafted are scattered about
the room. A deep bass voice can be heard chanting to the rhythm of the blows
of one of the hammers.
Obvious exits: -North -South
Fresh blood covers everything in the area.
A tiny maljer darts past, looking for a place to hide.
You flee southward!

< 38h/524H 157v/181V Pos: standing >
Impossible! You can't concentrate enough!

< 39h/524H 157v/181V Pos: standing >
You attempt to flee...
In the Armorsmithy
   The smell of heated metal is almost overwhelming in this part of the room.
To the west, finished items have been hung on display, and the muscular woman
there is tasked with selling these items.  A huge man stands in the northwest
corner of the room, chanting in a deep bass voice as he hammers at a piece of
metal big enough to make barding for a horse, or a chestpiece for an ogre.
Obvious exits: -North -South -West 
Fresh blood covers everything in the area.
An ant staggers about, trying to carry a drop of beer back to the nest.
You flee northward!

< 39h/524H 132v/181V Pos: standing >
The world stops spinning.
You attempt to flee...
In the Armorsmithy
   An apprentice stands at a smaller forge, working on metal until she notices
that someone has approached.  Then she straightens up from her work, patiently
placing it aside while waiting to see what the newcomers want.  She will point
to the objects hanging on the wall nearby, asking, "Whaddya want?"
Obvious exits: -North -East 
Puddles of fresh blood cover the ground.
A Human (medium)  o==(=Mithril=Knights=- stands in mid-air here.
A guard paces in the area.
A female troll pokes fun at all she passes.
A male troll stomps along the walkway.
A patient apprentice stands waiting.
You flee westward!

< 40h/524H 108v/181V Pos: standing >
A Human sneaks east.
You start chanting...

< 40h/524H 108v/181V Pos: standing >
You complete your spell...
You completely vanish.
A Human sneaks in from the east.

< 42h/524H 110v/181V Pos: standing >
You attempt to flee...
In the Armorsmithy
   A huge anvil dominates the area, but the man working at it would need such
a large piece of equipment.  Though not as big as some giants, he it is clear
that he is a giant of some type.  He swings a huge hammer at the metal he has
on the anvil, and it is doubtful that an ogre could even lift the hammer that
he is using, much less use it himself.  A huge fire is kept stoked by several
apprentices.  While this giant needs this fire to work on the metal, the heat
it generates is overwhelming.
Obvious exits: -East  -South
Fresh blood splatters cover the area.
The corpse of a female drow is lying here.
A guard paces in the area.
A gnome female strolls past.
A giant of a man seeming to be made from stone stands here.
You flee northward!

< 43h/524H 85v/181V Pos: standing >
You start chanting...

< 45h/524H 87v/181V Pos: standing >
You complete your spell...

< 46h/524H 89v/181V Pos: standing >
A female troll enters from the south.
In the Armorsmithy
   A heavy metal ring on the floor can be used to open the trapdoor leading to
the living quarters for the armorsmith who is working hard at the anvil to the
west.  He is chanting something in an unknown language as he works, seeming to
aid his concentration as he pounds on a large piece of metal.  A welcome fresh
breeze blows through this overheated area, every time the door in the south is
opened.
Obvious exits: -South -West  -Down #
Fresh blood covers everything in the area.
An ant staggers about, trying to carry a drop of beer back to the nest.
A guard paces in the area.

< 65h/524H 113v/181V Pos: standing >
The trapdoor seems to be closed.

< 66h/524H 114v/181V Pos: standing >
Ok.

< 68h/524H 117v/181V Pos: standing >
In the Armorsmith's Rooms
   A large table sitting in the middle of the room has cards scattered across
the top of it from an ongoing game of cards. Several sets of bunk beds placed
along the north and south walls are mostly empty, but some have snoring forms
on them as apprentices take a break.  Other apprentices stand near the table,
continuing a long-running card game.  To the west is the sleeping quarters of
the armorsmith, while rungs set on the east wall lead back up.
Obvious exits: -West  -Up   
Fresh blood splatters cover the area.
A grey elf woman looks down as she walks along the walkway.
A male minotaur saunters along the walkway.
A young thri-kreen skitters along the walkway.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.

< 69h/524H 117v/181V Pos: standing >
You mumble 'DUM-DUM-DUM-DUM ... Ah, a clue!'

< 70h/524H 118v/181V Pos: standing >
You do not see that item here.

< 71h/524H 119v/181V Pos: standing >
Ok.

< 72h/524H 121v/181V Pos: standing >
In the Armorsmith's Room
   Part of this room is sectioned off for the armorsmith and his wife to sleep
in, and a large table is set near the cooking hearth.  The rest of the room is
given to the youngsters in their rough play.  Their only rule is that they are
not allowed to break the furniture - or each other.  A huge pile of bedding in
the corner is where the children collapse to sleep together at night.
Obvious exits: -East 
Fresh blood covers everything in the area.
A young giant charges its siblings to try to land a headbutt.
A young giant charges its siblings to try to land a headbutt.
A young giant charges its siblings to try to land a headbutt.
*A giantess stands smiling down at her children.

< 75h/524H 123v/181V Pos: standing >
A male minotaur enters from the east.

< 76h/524H 125v/181V Pos: standing >
You don't have that spell memorized.

< 76h/524H 125v/181V Pos: standing >
You sit down and relax.

< 79h/524H 128v/181V Pos: sitting >
You have memorized the following spells:
( 9th circle)  3 - asphyxiate
( 8th circle)  2 - shadow shield
( 7th circle)  5 - hammer
( 6th circle)  1 - stunning visions
               5 - reflection
( 5th circle)  1 - illusionary wall
               4 - boulder
               2 - shadow travel
( 4th circle)  3 - sleep
               1 - farsee
               1 - infravision
               3 - insects
( 3rd circle)  3 - blindness
               1 - concealment
               1 - mirror image
               4 - shadow monster
( 2nd circle)  8 - burning hands
               1 - dispel magic
               1 - darkness
( 1st circle)  3 - minor creation
               6 - magic missile
               1 - detect magic
               1 - phantom armor

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) vanish
    7 seconds:  ( 8th) vanish

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

< 79h/524H 129v/181V Pos: sitting >
You start meditating...

< 79h/524H 130v/181V Pos: sitting >
You have finished memorizing vanish.

< 83h/524H 139v/181V Pos: sitting >
You have finished memorizing vanish.
Your studies are complete.

< 86h/524H 147v/181V Pos: sitting >
You clamber to your feet.

< 87h/524H 151v/181V Pos: standing >
But you are a member of no group?!

< 87h/524H 152v/181V Pos: standing >
You start chanting...

< 88h/524H 153v/181V Pos: standing >
You complete your spell...

< 90h/524H 155v/181V Pos: standing >
You are already standing.

< 91h/524H 157v/181V Pos: standing >
But you are a member of no group?!

< 92h/524H 158v/181V Pos: standing >
Try becoming part of a guild first!  DUH!

< 100h/524H 169v/181V Pos: standing >

< 105h/524H 176v/181V Pos: standing >
You ask Morrigu to enroll you in *-* Clan Ragnarok *-*.

< 112h/524H 181v/181V Pos: standing >
A Human sneaks in from the east.

< 123h/524H 181v/181V Pos: standing >
You snap into visibility.
-=[Everything is blurry after a Human's head came crashing into your skull.]=-

< 96h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC:pretty hurt E: A Human sta EP: excellent >
 A Human parries your futile lunge at him.
A Human parries your futile lunge at him.

< 97h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC:pretty hurt E: A Human sta EP: excellent >
 You dodge a Human's vicious attack.
You dodge a Human's vicious attack.
-=[A Human's weak pierce grazes you.]=-
You dodge a Human's vicious attack.
You dodge a Human's vicious attack.

< 96h/524H 181v/181V Pos: standing >
< T: Cynee TP: sta TC:pretty hurt E: A Human sta EP: excellent >
 A Human dodges your futile attack.
You miss a Human.
You attempt to flee...
In the Armorsmith's Rooms
   A large table sitting in the middle of the room has cards scattered across
the top of it from an ongoing game of cards. Several sets of bunk beds placed
along the north and south walls are mostly empty, but some have snoring forms
on them as apprentices take a break.  Other apprentices stand near the table,
continuing a long-running card game.  To the west is the sleeping quarters of
the armorsmith, while rungs set on the east wall lead back up.
Obvious exits: -West  -Up   
Puddles of fresh blood cover the ground.
A Gnome (small) Templar o==(=Mithril=Knights=- stands in mid-air here.
An impenetrable globe of darkness floats near a Gnome's head.
A grey elf woman looks down as she walks along the walkway.
A young thri-kreen skitters along the walkway.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.
You flee eastward!

< 96h/524H 159v/181V Pos: standing >
You attempt to flee...
In the Armorsmith's Room
   Part of this room is sectioned off for the armorsmith and his wife to sleep
in, and a large table is set near the cooking hearth.  The rest of the room is
given to the youngsters in their rough play.  Their only rule is that they are
not allowed to break the furniture - or each other.  A huge pile of bedding in
the corner is where the children collapse to sleep together at night.
Obvious exits: -East 
Puddles of fresh blood cover the ground.
A Human (medium)  o==(=Mithril=Knights=- stands in mid-air here.
A male minotaur saunters along the walkway.
A young giant charges its siblings to try to land a headbutt.
A young giant charges its siblings to try to land a headbutt.
A young giant charges its siblings to try to land a headbutt.
*A giantess stands smiling down at her children.
You flee westward!

< 96h/524H 138v/181V Pos: standing >
I see nothing suitable there.

< 96h/524H 138v/181V Pos: standing >
In the Armorsmith's Rooms
   A large table sitting in the middle of the room has cards scattered across
the top of it from an ongoing game of cards. Several sets of bunk beds placed
along the north and south walls are mostly empty, but some have snoring forms
on them as apprentices take a break.  Other apprentices stand near the table,
continuing a long-running card game.  To the west is the sleeping quarters of
the armorsmith, while rungs set on the east wall lead back up.
Obvious exits: -West  -Up   #
Fresh blood splatters cover the area.
A grey elf woman looks down as she walks along the walkway.
A young thri-kreen skitters along the walkway.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
An older apprentice stands playing games during his break.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.
A young apprentice is stretched out, sound asleep.

< 99h/524H 141v/181V Pos: standing >
Ok.

< 100h/524H 142v/181V Pos: standing >
The trapdoor seems to be closed.

< 100h/524H 143v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 101h/524H 144v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 101h/524H 144v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 102h/524H 145v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 102h/524H 145v/181V Pos: standing >
Alas, you cannot go that way. . . .

< 103h/524H 146v/181V Pos: standing >
A Human tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 104h/524H 147v/181V Pos: sitting >
-=[A Human's weak slash wounds you.]=-
-=[A Human's weak slash grazes you.]=-
-=[A Human's weak pierce grazes you.]=-
You feel the swirling shadows around your body dissipate.
-=[A Human's weak slash grazes you.]=-
-=[A Human's impressive slash strikes you hard.]=-

< 95h/524H 156v/181V Pos: sitting >
< T: Cynee TP: sit TC:pretty hurt E: A Human sta EP: excellent >
 With unbelievable speed, a Human's otherworldly stiletto of soul-taking intercepts your attack, and then a Human steps wide to deliver a graceful counter-attack!
-=[A Human's powerful slash seriously wounds you.]=-
-=[A Human's slash strikes you very hard.]=-
A Human dodges your futile attack.

< 65h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 -=[A Human's impressive slash seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's impressive slash seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's impressive pierce seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's impressive slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Human's impressive slash enshrouds you in a mist of blood.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 A Human attempted to headbutt you.
That's tough to do in battle, but still you try...

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 A young apprentice awakens.

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 A Human attempted to headbutt you.
You can't do this sitting!

< 6h/524H 157v/181V Pos: sitting >
< T: Cynee TP: sit TC: awful E: A Human sta EP: excellent >
 You clamber to your feet.

< 6h/524H 157v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human sta EP: excellent >
 But you are a member of no group?!

< 6h/524H 157v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human sta EP: excellent >
 You start chanting...

< 6h/524H 157v/181V Pos: standing >
< T: Cynee TP: sta TC: awful E: A Human sta EP: excellent >
 -=[Everything is blurry after a Human's head came crashing into your skull.]=-
Your drow-made reptile scale chainmail was completely destroyed by the massive blow!
Your sapphire and amethyst necklace [superior] was completely destroyed by the massive blow!
Your tiny silver ring [superior] with a strange dark bloodstone was completely destroyed by the massive blow!
Your garish pair of shoes was completely destroyed by the massive blow!