The death of [23 Sorcerer] Kalthon (Gnome)

in A Rented Room

from the perspective of [23 Sorcerer] Kalthon (Gnome)

<worn as a badge>    a blood red tear insignia
<worn in ear>        a golden earring of elven nobility [superior]
<worn around neck>   a frost-rimed leather necklace
<worn around neck>   a twisted leather gorget
<worn on body>       a light leather chestplate
<worn about body>    an exquisite hide bodycloak
<worn on back>       a large leather backpack
<worn about waist>   a belt of thick cured leather
<worn on belt buckle>a rugged adventurers satchel (magic) (illuminating)
<attached to belt>   a dirty ale flagon
<attached to belt>   a glowing quill (glowing)
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a light marble buckler
<worn around wrist>  a drow-made bamboo bracer
<worn around wrist>  a fragile hide wristguard
<worn on hands>      some diabolical leather claws
<primary weapon>     a steel dagger


< 128h/157H 108v/108V Pos: standing >
A Jungle Trail
  The jungle trail twists and turns around here, matching the curves of
the jungle. The trail is barely visible by the naked eye most of the time
due to the fact that it seems it hasn't had any use in quite some time.
The trees soar high into the sky with thick vines inbetween them where
small to large nests can be seen. There are several small yellow flowers
growing near here.
Obvious exits: -North -East 
A su-monster stands here.

< 128h/157H 106v/108V Pos: standing >
You start chanting...

< 128h/157H 106v/108V Pos: standing >
You complete your spell...
A su-monster suddenly attacks YOU!
A su-monster misses you.

< 129h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: small wounds E: su sta EP: excellent >
 You start chanting...

< 129h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: small wounds E: su sta EP: excellent >
 You complete your spell...
[Damage: 14 ] -=[You chill a su-monster.]=-

< 129h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: small wounds E: su sta EP: few scratches >
 You miss a su-monster.

< 129h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: small wounds E: su sta EP: few scratches >
 -=[A su-monster's fine punch strikes you hard.]=-
[Damage: 11 ] -=[A su-monster shivers from the unnatural cold as he hits you!]=-
-=[You suddenly see a su-monster's foot in your chest.]=-
[Damage:  5 ] -=[A su-monster shivers from the unnatural cold as he hits you!]=-
You start chanting...

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP: few scratches >
 You complete your spell...
[Damage: 28 ] -=[You chill a su-monster.]=-
The chilling cold causes a su-monster to stammer, apparently weakened.

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  small wounds >
 You start chanting...

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  small wounds >
 You complete your spell...
[Damage: 26 ] -=[You chill a su-monster.]=-

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You dodge a su-monster's vicious attack.
You dodge a su-monster's vicious attack.

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You start chanting...

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You complete your spell...
[Damage: 13 ] -=[You chill a su-monster.]=-

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You feel your skill in 1h piercing improving.
You miss a su-monster.
You start chanting...

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 Casting: chill touch 

< 108h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You complete your spell...
[Damage: 14 ] -=[You chill a su-monster.]=-
A su-monster misses you.
You dodge a su-monster's vicious attack.
-=[You suddenly see a su-monster's foot in your chest.]=-
[Damage:  5 ] -=[A su-monster shivers from the unnatural cold as he hits you!]=-

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You start chanting...

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You complete your spell...
[Damage: 27 ] -=[You chill a su-monster.]=-
A su-monster dodges your futile attack.

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You start chanting...

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You dodge a su-monster's vicious attack.
You dodge a su-monster's vicious attack.

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  few wounds >
 You complete your spell...
[Damage: 13 ] -=[You chill a su-monster.]=-

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  nasty wounds >
 You start chanting...

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  nasty wounds >
 You complete your spell...
[Damage: 76 ] -=[You get a good hold of a su-monster and shock him.]=-

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP: pretty hurt >
 You dodge a su-monster's vicious attack.
A su-monster misses you.
You don't have that spell memorized.

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP: pretty hurt >
 You start chanting...

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP: pretty hurt >
 You complete your spell...
[Damage: 72 ] -=[You get a good hold of a su-monster and shock him.]=-

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  awful >
 A su-monster dodges your futile attack.

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  awful >
 You don't have that spell memorized.

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  awful >
 You start chanting...

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  awful >
 Hint: If someone wants to group with you and says 'f/c', that means you need to type 'follow <person>' and 'consent <person>'

< 102h/157H 106v/108V Pos: standing >
< T: Kalthon TP: sta TC: few wounds E: su sta EP:  awful >
 You complete your spell...
[Damage: 14 ] -=[You get a good hold of a su-monster and shock him.]=-
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
It appears you were able to salvage a piece of equipment from your enemy.

< 102h/157H 106v/108V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 102h/157H 106v/108V Pos: standing >
You stop using a rugged adventurers satchel.

< 97h/152H 106v/108V Pos: standing >
You get some diabolical leather claws from the corpse of a su-monster.

< 97h/152H 106v/108V Pos: standing >
You don't have anything to put in it.

< 97h/152H 106v/108V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 97h/152H 106v/108V Pos: standing >
You already wear some well-used hide gloves on your hands.

< 103h/157H 108v/108V Pos: standing >
You stop using some well-used hide gloves.

< 104h/157H 100v/100V Pos: standing >
You pull some diabolical leather claws onto your hands.

< 104h/157H 100v/100V Pos: standing >

		Character attributes for Kalthon

Level: 23   Race: Gnome   Class: Sorcerer 
Age: 95 yrs / 1 mths  Height: 41 inches Weight: 52 lbs  Size: small

  Actual (Base)     Actual (Base)
Str:  77 ( 91)    Pow:  98 ( 93)
Dex: 104 ( 90)    Int: 133 (102)   
Agi: 120 (100)    Wis:  83 ( 87)
Con:  91 (101)    Cha:  83 ( 87)   Luk:  91 ( 91)
Equipped Items:  17     Carried weight:   37

Armor Points: -105  Reduces melee damage taken by 10.5% 
Melee Critical Percentage(int): 14%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 11% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 20% 
Hitroll: average	Damroll: better than average
Alignment: extremely good

Saving Throws: PAR[average]  FEA[slightly below average]
               BRE[average]  SPE[average]

Load carried: Light

< 106h/158H 100v/100V Pos: standing >
A Jungle Trail
Obvious exits: -North -East 
Puddles of fresh blood cover the ground.
The corpse of a su-monster is lying here.

< 108h/158H 100v/100V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 108h/158H 100v/100V Pos: standing >
A Split in a Tribal Path
  The path forks off here to the north and the south. The path lying to
the south is fairly overgrown and doesn't seem to be traveled by much, but
the northern path is extremely different. Small animal foot prints in the
mud trail north, along with a more extensive set of decorative items on
the path. The intersection here lies in a small clearing by a huge bouldar
right at the intersection.
Obvious exits: -North -South -West 
[4] The corpse of a su-monster is lying here.

< 109h/158H 98v/100V Pos: standing >
The Path of the Su
  This path is scattered with old bones and rotten flesh lying on the
bloodstained pebbles. Small crudly constructed tree houses are scattered
about the tree tops, which are mainly composed of small bloodstained ferns,
bones of various types, and wood gathered from the forest. There are
frightening screams off in the distance and rustling all about the trees.
Obvious exits: -North -East  -South -West  -Up   

< 109h/158H 96v/100V Pos: standing >
The Path of the Su
  The path has been dirtied with old bones and rotten flesh lying on the
blood covered pebbles. Small crudly constructed tree houses are scattered
about the tree tops, which are mainly composed of small bloodstained ferns,
bones of various types, and wood gathered from the forest. There are
frightening screams off in the distance and rustling all about the trees.
Obvious exits: -North -East  -South -West  -Up   
A su-monster stands here.
A su-monster stands here.

< 109h/158H 94v/100V Pos: standing >
With a quick turn of its head, a su-monster looks towards you and lets out a scream.


< 109h/158H 95v/100V Pos: standing >
A Su-Monster's Lair
  This little thatch of leaves and twigs is the small resting place of a
Su-Monster. There are several scraps of meat, flesh, bones, and marrow
about the small landing. The ferns used to create the soft mesh-like
carpet are stained with dark red blood. There are thousands of insects
just around this small area, feasting on the leftovers. Squeaks of mice
can also be heard around the area as they scavenge for any small bites of
meat they can find.
Obvious exits: -East 

< 109h/158H 93v/100V Pos: standing >
You stop using a large leather backpack.

< 110h/158H 96v/100V Pos: standing >
You get a spellbook from a large leather backpack.
You can't carry any more.

< 110h/158H 96v/100V Pos: standing >
You sit down and relax.

< 110h/158H 96v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - cone of cold
               1 - coldshield
( 4th circle)  3 - lightning bolt
               1 - levitate
               1 - dispel magic
( 3rd circle)  1 - concealment
               1 - shocking grasp
               1 - agility
( 1st circle)  1 - minor creation
               6 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
   10 seconds:  ( 5th) slowness  [not in spell book]
   16 seconds:  ( 2nd) chill touch
   23 seconds:  ( 2nd) chill touch
   29 seconds:  ( 2nd) chill touch
   36 seconds:  ( 2nd) chill touch
   42 seconds:  ( 2nd) chill touch
   49 seconds:  ( 2nd) chill touch
   55 seconds:  ( 2nd) chill touch
   63 seconds:  ( 3rd) shocking grasp  [not in spell book]
   71 seconds:  ( 3rd) shocking grasp  [not in spell book]
   79 seconds:  ( 3rd) shocking grasp  [not in spell book]

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

< 110h/158H 96v/100V Pos: sitting >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 110h/158H 97v/100V Pos: sitting >
You start meditating...

< 110h/158H 98v/100V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.

< 111h/158H 100v/100V Pos: standing >
You are carrying: (11/11)
a spellbook
a large leather backpack
some well-used hide gloves
a small bandage
some still-living bloody flesh
a small round wooden shield
a large adamantium fragment
a large ruby
a shimmering bone warhammer
a rare piece of blessed bronze (magic) (glowing)
a gleaming longsword (magic)

< 111h/158H 100v/100V Pos: standing >
Ok.

< 114h/158H 100v/100V Pos: standing >
You strap a large leather backpack on your back.

< 114h/158H 100v/100V Pos: standing >
You stop using a rugged adventurers satchel.

< 109h/153H 100v/100V Pos: standing >
You drop a small round wooden shield.

< 110h/153H 100v/100V Pos: standing >
A small round wooden shield crumbles to dust and blows away.

< 110h/153H 100v/100V Pos: standing >
You put 8 items into a rugged adventurers satchel.

< 111h/153H 100v/100V Pos: standing >
You do not seem to have the 'bp'.

< 111h/153H 100v/100V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 112h/153H 100v/100V Pos: standing >
You stop using a large leather backpack.

< 117h/158H 100v/100V Pos: standing >
You get a spellbook from a large leather backpack.
You get a spellbook from a large leather backpack.

< 117h/158H 100v/100V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 
You sit down and relax.

< 117h/158H 100v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - cone of cold
               1 - coldshield
( 4th circle)  3 - lightning bolt
               1 - levitate
               1 - dispel magic
( 3rd circle)  1 - concealment
               1 - shocking grasp
               1 - agility
( 1st circle)  1 - minor creation
               6 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
   10 seconds:  ( 5th) slowness
   16 seconds:  ( 2nd) chill touch
   23 seconds:  ( 2nd) chill touch
   29 seconds:  ( 2nd) chill touch
   36 seconds:  ( 2nd) chill touch
   42 seconds:  ( 2nd) chill touch
   49 seconds:  ( 2nd) chill touch
   55 seconds:  ( 2nd) chill touch
   63 seconds:  ( 3rd) shocking grasp
   71 seconds:  ( 3rd) shocking grasp
   79 seconds:  ( 3rd) shocking grasp

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

< 117h/158H 100v/100V Pos: sitting >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 118h/158H 100v/100V Pos: sitting >
You start meditating...

< 118h/158H 100v/100V Pos: sitting >
You have finished memorizing slowness.

< 120h/158H 100v/100V Pos: sitting >
Autosaving...

< 122h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 122h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 124h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 125h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 126h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 128h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 130h/158H 100v/100V Pos: sitting >
The sun hangs low on the southern sky.

< 131h/158H 100v/100V Pos: sitting >
You have finished memorizing chill touch.

< 131h/158H 100v/100V Pos: sitting >
A Shade enters from the east.

< 132h/158H 100v/100V Pos: sitting >
A Shade starts casting an offensive spell called 'greater soul disturbance'.

< 132h/158H 100v/100V Pos: sitting >
A Shade completes his spell...
A Shade points at you.
-=[Your soul is engulfed by unbearable pain as a Shade finishes incanting his spell.]=-
YIKES!  Another hit like that, and you've had it!!
You abandon your studies.

< 56h/158H 100v/100V Pos: sitting >
<You miss a Shade.
A Shade starts casting an offensive spell.

< 56h/158H 100v/100V Pos: sitting >
< T: Kalthon TP: sit TC: nasty wounds E: A Shade sta EP: excellent >
 You clamber to your feet.

< 56h/158H 100v/100V Pos: standing >
< T: Kalthon TP: sta TC: nasty wounds E: A Shade sta EP: excellent >
 You attempt to flee...
The Path of the Su
  The path has been dirtied with old bones and rotten flesh lying on the
blood covered pebbles. Small crudly constructed tree houses are scattered
about the tree tops, which are mainly composed of small bloodstained ferns,
bones of various types, and wood gathered from the forest. There are
frightening screams off in the distance and rustling all about the trees.
Obvious exits: -North -East  -South -West  -Up   
A su-monster stands here.
A su-monster stands here.
You flee eastward!

< 56h/158H 74v/100V Pos: standing >
The Path of the Su
  This path is scattered with old bones and rotten flesh lying on the
bloodstained pebbles. Small crudly constructed tree houses are scattered
about the tree tops, which are mainly composed of small bloodstained ferns,
bones of various types, and wood gathered from the forest. There are
frightening screams off in the distance and rustling all about the trees.
Obvious exits: -North -East  -South -West  -Up   
A su-monster stands here.

< 56h/158H 72v/100V Pos: standing >
A Split in a Tribal Path
  The path forks off here to the north and the south. The path lying to
the south is fairly overgrown and doesn't seem to be traveled by much, but
the northern path is extremely different. Small animal foot prints in the
mud trail north, along with a more extensive set of decorative items on
the path. The intersection here lies in a small clearing by a huge bouldar
right at the intersection.
Obvious exits: -North -South -West 
[4] The corpse of a su-monster is lying here.

< 56h/158H 71v/100V Pos: standing >
A Jungle Trail
  The jungle trail twists and turns around here, matching the curves of
the jungle. The trail is barely visible by the naked eye most of the time
due to the fact that it seems it hasn't had any use in quite some time.
The trees soar high into the sky with thick vines inbetween them where
small to large nests can be seen. There are several small yellow flowers
growing near here.
Obvious exits: -North -East 
The corpse of a su-monster is lying here.
A su-monster stands here.

< 56h/158H 69v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/158H 69v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/158H 70v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/158H 70v/100V Pos: standing >
A Shade enters from the north.
A Split in a Tribal Path
  The path forks off here to the north and the south. The path lying to
the south is fairly overgrown and doesn't seem to be traveled by much, but
the northern path is extremely different. Small animal foot prints in the
mud trail north, along with a more extensive set of decorative items on
the path. The intersection here lies in a small clearing by a huge bouldar
right at the intersection.
Obvious exits: -North -South -West 
[4] The corpse of a su-monster is lying here.

< 56h/158H 69v/100V Pos: standing >
A Tribal Path
  The path here becomes more distinct and seems to be the only thing that
that stands out among the vast trees and vines. The path is oddly covered
and decorated with many strange objects. Along the path lie small spikes
in the ground, with guted skulls mounted upon them. The path, made of
small pebbles, seems like it could run forever off into the horizion.
As the tribal path continues, large amounts of methane and animal droppings
are apparents along the trail.
Obvious exits: -East  -West 
A su-monster stands here.

< 56h/158H 67v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/158H 68v/100V Pos: standing >
A Tribal Path
  The path here becomes more distinct and seems to be the only thing that
that stands out among the vast trees and vines. The path is oddly covered
and decorated with many strange objects. Along the path lie small spikes
in the ground, with guted skulls mounted upon them. The path, made of
small pebbles, seems like it could run forever off into the horizion.
Obvious exits: -East  -West 

< 56h/158H 66v/100V Pos: standing >
Alas, you cannot go that way. . . .

< 56h/158H 67v/100V Pos: standing >
Deeper Into the Jungle
  This small jungle grows in density here as the path continues through
the endless sea of vines and trees. The path seems to be traveled very
rarly and can in some places, the path is hardly visible. Several different
types of varius fruits grow along the vines and trees here providing food
for the local wild life. The vines grow thick here, as if they could hold
the weight of a person.
Obvious exits: -East  -West 
The corpse of a su-monster is lying here.

< 57h/158H 65v/100V Pos: standing >
A Path Through a Jungle
  Coming out of the valley here, this path is very crudly worn in and
there aren't much signs of civilization around here. Most of the area
is thick dense jungle getting more complex as the path continues. The
most noticeable thing about the surroundings is the extreme height of the
trees, and the vines which spread between them. The undergrowth has many
varieties of plants and animals taking refuge against the winds there.
Obvious exits: -East  -West 

< 57h/158H 63v/100V Pos: standing >
 
 ..^**  
 ..@^*  
 .****  
A Dark Jungle
Obvious exits: -North -East  -South -West 

< 57h/158H 61v/100V Pos: standing >
 
  MM..^M.^^   
 ...^....^MM  
 ..^...^**MM  
 ...^.@*^*MM  
 ^..^.****M^  
 ^^^^^^^*MM^  
  MMMMMMMMM   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 60v/100V Pos: standing >
A Shade enters from the east.
 
  MMMM^....   
 MMM..^M.^^M  
 ...^....^MM  
 ..^..@^**MM  
 ...^.P*^*MM  
 ^..^.****M^  
  ^^^^^^*MM   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 58v/100V Pos: standing >
 
   MMMMMS^    
 MMMMM^....M  
 MMM..^M.^^M  
 ...^.@..^MM  
 ..^...^**MM  
 ...^P.*^*MM  
  ..^.****M   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 57v/100V Pos: standing >
 
              
   MMMMMS^    
 MMMMM^....M  
 MMM..@M.^^M  
 ...^....^MM  
 ..^...^**MM  
  ..P..*^*M   
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 57h/158H 55v/100V Pos: standing >
 
              
              
   MMMMMS^    
 MMMMM@....M  
 MMM..^M.^^M  
 ...^....^MM  
  .^...^**M   
Rolling Fertile Foothills Covered With Grass
Obvious exits: -North -East  -South -West 

< 57h/158H 52v/100V Pos: standing >
 
              
              
  MMMMMS^  M  
 MMMM^@...MM  
 MM..^M.^^MM  
 ..^....^MMM  
  ^...^**MM   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 51v/100V Pos: standing >
 
              
              
 MMMMMS^  MM  
 MMM^.@..MMM  
 M..^M.^^MMM  
 .^P...^MMM^  
  ...^**MMM   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 49v/100V Pos: standing >
 
              
           M  
 MMMMS^  MMM  
 MM^..@.MMM^  
 .P^M.^^MMM^  
 ^....^MMM^.  
  ..^**MMM^   
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 57h/158H 48v/100V Pos: standing >
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East  -South -West 

< 57h/158H 46v/100V Pos: standing >
The Gates of Myrabolus
   Rumors have said that even the immortals themselves have not been able
to penetrate the walls of this amazing city. The gates are made of four
feet of solid oak, the walls, six feet of stone. To physically break in
would be next to impossible, but intruders must also be warned of not
the archers watching carefully in the twin parapets above, but the immense
arcane energies that have been fused with both these walls and gates,
protecting from any sort of magical entry.
Obvious exits: -North -South
A veteran pikeman stands on watch at the gates here.
An elite Myrabolan warrior stands here on high alert.

< 57h/158H 45v/100V Pos: standing >
Myrabolus Highway - Gate Road Intersection
   This is the first main insection in the city. Gate Road runs east
to west parallel Market Road and Ancients Avenue. Inside the gates
a huge red painted sign reads:
        'Welcome to Myrabolus, Home of the Hunters.'
The peaceful citizens of the town welcome all visitors warmly and offer
directions to all this great city's attractions.  The Highway here runs
straight north here, directly towards the palace gates.
Obvious exits: -North -East  -South -West 
A Half-Orc, born and raised in the city, loiters here.
A cute little black kitten wanders around here.

< 57h/158H 44v/100V Pos: standing >
Myrabolus Highway
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area.
Obvious exits: -North -South

< 58h/158H 44v/100V Pos: standing >
Myrabolus Highway - Market Road Intersection
   This road is the central highway of the entire city, leading north
to the grand palace and south heading towards the gates, eventually
becoming the dirt road to the ravaged battle grounds.  Streets arch
out both east and west every block or two in an accurate systematic
design. Inbetween each street block, civilian homes make up the rest
of the area. 
Obvious exits: -North -East  -South -West 

< 58h/158H 44v/100V Pos: standing >
Market Road West
   Running west off the Myrabolus Highway, Market Road is the
designated commerce center of the city. It also happens to be the loudest
area in the city where the shouts of hundreds of humaniods mingle together
in an obscence display of inter-racial bartering.
Obvious exits: -North -East  -West 

< 58h/158H 44v/100V Pos: standing >
Hunter's Tavern
   Built close to the Highway but still in the commercial sector, this
bustling pub is a second home to many of the militia of Myrabolus.
Many off-duty soldiers relax and talk casually, hardley noticing anything
going on around them. Up a short flight of stairs is the reception area
of the Rising Sun Inn.
Obvious exits: -South -Up   
(Q)Dispensing drinks causally, this Duergar has made his home here.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.
An off-duty Myrabolan guard lounges in the tavern.

< 58h/158H 44v/100V Pos: standing >
Rising Sun Inn
   The Rising Sun is a rather famous location of the city. The innkeeper
is free of any prejiduce and will admit any traveller as long as they
leave their weapons or spellbooks in the bin located next to the door.
The sign behind innkeeper's counter depicts the familiar golden sun with
a silvery blade thrust through it.
Obvious exits: -West  -Down 

< 58h/158H 43v/100V Pos: standing >
There is too much adrenaline pumping through your body right now.
Sorry, but you cannot do that here!

< 59h/158H 45v/100V Pos: standing >
The killing ice around your body melts.

< 59h/158H 46v/100V 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.
You start chanting...

< 59h/158H 46v/100V Pos: standing >
You complete your spell...
You are surrounded by freezing cold!

< 59h/158H 48v/100V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North# -East  -West 
A Minotaur, raised in the city, wanders about.
A common resident of the city wanders the streets.

< 59h/158H 48v/100V Pos: standing >
The door seems to be closed.

< 59h/158H 48v/100V Pos: standing >
Rising Sun Corridor
   This corridor leads to a few of rentable rooms of the Rising Sun
inn. Various paintings and tapestries are hung from the walls, mostly
images of the Hunters doing battle with all forms of devils and dragons,
capturing them and freezing them in time of their most glorious moments.
Obvious exits: -North# -East  -West 
A Minotaur, raised in the city, wanders about.

< 59h/158H 48v/100V Pos: standing >
The door seems to be closed.

< 60h/158H 49v/100V Pos: standing >
Ok.

< 60h/158H 50v/100V Pos: standing >
A Rented Room
   This is a standard room of the Rising Sun Inn. It is furnished
without estravagance. There is a single sized bed, a dresser, a couple
chairs, and a small table. The door south appears to be of the lowest
quality wood. The first drawer on the dresser in this room seems to be
open a crack.
Obvious exits: -South

< 60h/158H 51v/100V Pos: standing >
Ok.

< 61h/158H 52v/100V Pos: standing >
You are not using it.

< 61h/158H 54v/100V Pos: standing >
A large leather backpack appears to be empty.

< 61h/158H 54v/100V Pos: standing >
You sit down and relax.

< 61h/158H 54v/100V Pos: sitting >
You have memorized the following spells:
( 5th circle)  2 - cone of cold
               1 - slowness
( 4th circle)  3 - lightning bolt
               1 - levitate
               1 - dispel magic
( 3rd circle)  1 - concealment
               1 - shocking grasp
               1 - agility
( 2nd circle)  7 - chill touch
( 1st circle)  1 - minor creation
               6 - magic missile
               1 - detect magic

And you are currently memorizing the following spells:
    8 seconds:  ( 3rd) shocking grasp
   16 seconds:  ( 3rd) shocking grasp
   24 seconds:  ( 3rd) shocking grasp
   34 seconds:  ( 5th) coldshield

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

< 61h/158H 55v/100V Pos: sitting >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 61h/158H 55v/100V Pos: sitting >
You start meditating...

< 61h/158H 56v/100V Pos: sitting >
You have finished memorizing shocking grasp.

< 62h/158H 68v/100V Pos: sitting >
You have finished memorizing shocking grasp.

< 64h/158H 92v/100V Pos: sitting >
You have finished memorizing shocking grasp.

< 65h/158H 100v/100V Pos: sitting >

< 66h/158H 100v/100V Pos: sitting >

< 67h/158H 100v/100V Pos: sitting >
You have finished memorizing coldshield.
Your studies are complete.

< 68h/158H 100v/100V Pos: sitting >
You clamber to your feet.

< 68h/158H 100v/100V Pos: standing >
You put 2 book(s) into a large leather backpack.

< 68h/158H 100v/100V Pos: standing >
You strap a large leather backpack on your back.

< 68h/158H 100v/100V Pos: standing >
A Shade enters from the south.

< 68h/158H 100v/100V Pos: standing >
A Shade starts casting an offensive spell.

< 68h/158H 100v/100V Pos: standing >
A Shade completes his spell...
A Shade utters the words 'molten spray'
A Shade points at you.
-=[A Shade fires a blast of molten spray at you, causing unbearable pain.]=-
Your consciousness begins to fade in and out as your mortality slips away.....

< -8h/158H 100v/100V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -8h/158H 100v/100V Pos: on your ass >
-=[