The death of [18 Ethermancer] Dakgar (Duergar)

in Slayers Path

from the perspective of [18 Ethermancer] Dakgar (Duergar)

<worn as a badge>    a crude hardwood badge
<worn on head>       an icy hardwood coif
<worn on face>       an unique softwood mask
<worn around neck>   a magical hardwood medallion
<worn around neck>   a flaming softwood amulet
<worn on body>       a misshaped glass chainmail
<worn as quiver>     a soldier's hardwood quiver
<worn about waist>   an unearthly softwood girth
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       some burnt bark arm plates from Khildarak Stronghold
<held as shield>     a sparkling softwood buckler
<worn around wrist>  a masterly-crafted softwood bracer
<worn on feet>       some masterly-crafted bark moccasins

   This street is constructed of large stones, some carved into the insignias
of various clans lost throughout history. The memorial stones are finely
crafted by Clan Shatter Stone, Their surfaces smooth and unblemished. The
street serves as a reminder to friends and society in general that the
Duergar will not let any clan be forgotten. Inhabitants of the stronghold
move quickly along, merchants push carts past, their wheels rattling as the
roll over the stones of the street. The buildings that line this street are
all decorated in rich Duergar style, showing the care to detail and quality
that dwarves are renowned for. Merchants Square starts to the north, Paragons
path starts to the west. The street continues to the south.
Obvious exits: -North -South -West

< 82h/82H 60v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 82h/82H 61v/111V Pos: standing >
Street of Lost Clans
   This street is constructed of large stones, some carved into the insignias
of various clans lost throughout history. The memorial stones are finely
crafted by Clan Shatter Stone, Their surfaces smooth and unblemished. The
street serves as a reminder to friends and society in general that the
Duergar will not let any clan be forgotten. Inhabitants of the stronghold
move quickly along, merchants push carts past, their wheels rattling as the
roll over the stones of the street. The buildings that line this street are
all decorated in rich Duergar style, showing the care to detail and quality
that dwarves are renowned for. The street continues to the north and south.
Obvious exits: -North -South
A clansdwarf shouts as he pushes his cart

< 82h/82H 60v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 82h/82H 61v/111V Pos: standing >
Street of Lost Clans
   This street is constructed of large stones, some carved into the insignias
of clans lost throughout history. The memorial stones are finely crafted by
Clan Shatter Stone, their surfaces smooth and unblemished. Clansdwarves and
merchants alike move quickly along the street, most heading for Merchants
Square to the north. The entrance to a building is west. Steeders way can
be accessed to the east. The street continues north and south.
Obvious exits: -North -East -South -West#
A cavern snake coils and strikes

< 82h/82H 60v/111V Pos: standing >
A cavern snake suddenly attacks YOU!
A cavern snake misses you.
Sorry, you aren't allowed to do that in combat.

< 82h/82H 60v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP: excellent >
 You find a soft spot in a cavern snake's scales and launch a solid kick there.

< 82h/82H 60v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  nasty wounds >
 You barely block a cavern snake's lunge at you.

< 82h/82H 60v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  nasty wounds >
 Your crude bludgeon strikes a cavern snake very hard.
Your bludgeon strikes a cavern snake hard.

< 82h/82H 60v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  awful >
 You dodge a cavern snake's vicious attack.

< 82h/82H 60v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  awful >
 Your bludgeon seriously wounds a cavern snake.
Your crude bludgeon seriously wounds a cavern snake.
A cavern snake is incapacitated and will slowly die, if not aided.
You kick a cavern snake in the belly, mangling several ribs and killing it instantly.
A cavern snake is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a cavern snake's gurgling and choking signals its demise.
It appears you were able to salvage a piece of equipment from your enemy.

< 82h/82H 60v/111V Pos: standing >
Kick who?

< 82h/82H 60v/111V Pos: standing >
Street of Lost Clans
Obvious exits: -North -East -South -West#
A few drops of fresh blood are scattered around the area.
The corpse of a cavern snake is lying here.

< 82h/82H 60v/111V Pos: standing >
You bounce around with excitement!

< 82h/82H 60v/111V Pos: standing >
Street of Lost Clans
Obvious exits: -North -East -South -West#
A few drops of fresh blood are scattered around the area.
The corpse of a cavern snake is lying here.

< 82h/82H 60v/111V Pos: standing >
You get a soldier's hardwood quiver from the corpse of a cavern snake.

< 82h/82H 60v/111V Pos: standing >
A duergar outcast enters from the south.

< 82h/82H 61v/111V Pos: standing >
You strap a soldier's hardwood quiver onto your back.

< 82h/82H 66v/111V Pos: standing >
Street of Lost Clans
Obvious exits: -North -East -South -West#
A few drops of fresh blood are scattered around the area.
The corpse of a cavern snake is lying here.
A shifty-eyed duergar lurks here in the shadows.

< 82h/82H 68v/111V Pos: standing >

You can't recall any legends or stories ever told about that!
A soldier's hardwood quiver is made of hard wood and appears to be of average quality.
a soldier's hardwood quiver can hold around 1967 pounds, and is as good as empty.
a soldier's hardwood quiver currently contains:
Nothing.

< 82h/82H 72v/111V Pos: standing >
Autosaving...

< 82h/82H 75v/111V Pos: standing >
Street of Lost Clans
Obvious exits: -North -East -South -West#
A few drops of fresh blood are scattered around the area.
The corpse of a cavern snake is lying here.
A shifty-eyed duergar lurks here in the shadows.

< 82h/82H 77v/111V Pos: standing >
A cavern snake enters from the south.

< 82h/82H 79v/111V Pos: standing >
A cavern snake suddenly attacks YOU!
A cavern snake misses you.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP: excellent >
 You barely block a cavern snake's lunge at you.
A cavern snake eyes close quickly as your foot flies by its face.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP: excellent >
 Your bludgeon strikes a cavern snake hard.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  small wounds >
 Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  small wounds >
 A cavern snake misses you.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP:  small wounds >
 Your decent bludgeon seriously wounds a cavern snake.
Your decent bludgeon seriously wounds a cavern snake.

< 82h/82H 80v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: snake sta EP: pretty hurt >
 You nail a cavern snake from behind, sending it reeling.
A cavern snake is mortally wounded, and will die soon, if not aided.
A cavern snake cannot respond to your attack!
You bludgeon a cavern snake, killing it instantly.
A cavern snake is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a cavern snake's gurgling and choking signals its demise.

< 82h/82H 80v/111V Pos: standing >
A duergar outcast leaves south.

< 82h/82H 80v/111V Pos: standing >
Kick who?

< 82h/82H 80v/111V Pos: standing >
the corpse of a cavern snake appears to be empty.

< 82h/82H 80v/111V Pos: standing >
Street of Lost Clans
Obvious exits: -North -East -South -West#
A few drops of fresh blood are scattered around the area.
[2] The corpse of a cavern snake is lying here.
A clansdwarf watches the area closely

< 82h/82H 80v/111V Pos: standing >
Steeders Way
   This street is constructed of smaller stones, each carefully placed to
form various patterns in the street. Finely decorated buildings line the
street, the dwarves craftsmanship obvious in each of them. The southern
side of the street is occupied by the side of a large building, a large
picture of a weapon smith forging a sword intricately carved into the stone.
The Street of Lost Clans starts to the west. A building entrance is north.
The street continues east.
Obvious exits: -North# -East -West

< 82h/82H 79v/111V Pos: standing >
Steeders Way
   The stones used for this section of road are smaller than normal, each
laid to exentuate its unique features, creating patterns as they blend with
the other stones. The air is filled with sounds of battle, swords ringing,
shouts of rage and screams of pain. Looking to the north the cavern seems
to be more sparsely populated, some sections of the floor un-smoothed for
occupation. The entrance to the house of clan Skull Cleaver is south. A
smaller street starts to the north, heading towards the northern wall of
the cavern. The street continues east and west.
Obvious exits: -North -East -South -West
A clansdwarf looks through the merchants carts

< 82h/82H 78v/111V Pos: standing >
Steeders Way
   The buildings that line this street are all richly decorated with Duergar
carvings and statuettes, some horrific in the image they present. The street
itself is carefully constructed with small, fist size stones, each unique in
shape and aligned to form distinct patterns as they blend with other stones.
The distinct sound of swordplay can be heard ringing sharply from the west.
The path of clans starts to the east. The street continues west.
Obvious exits: -East -West
A clansdwarf watches the area closely

< 82h/82H 78v/111V Pos: standing >
The Path of Clans
   This street has been constructed from large, circular stones, some carved
into the insignia of the various Khildarak clans. The quality of Clan Shatter
Stone is obvious as the stones demonstrate excellent craftsmanship. The
street is busy with citizens, visitors and merchants all hurrying about their
daily business. Two streets start at this point, Steeders Way to the west
and Decadents Drag to the east. The Path of Clans ends to the north at the
entrance to a building and continues south.
Obvious exits: -North# -East -South -West
A duergar merchant watches his cart closely

< 82h/82H 77v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions. The Path of Clans starts to the west.
Obvious exits: -East -West

< 82h/82H 76v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions.
Obvious exits: -East -West
A clansdwarf sits atop a large steeder.

< 82h/82H 76v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions.
Obvious exits: -East -West

< 82h/82H 75v/111V Pos: standing >
Decadents Drag
   The road comes to an abrupt end here, terminating into the entrance to
a clanhouse to the east. A rough set of stairs has been carved into a large
hill of stone to the north. The road continues through a very rough section
of the cavern to the west.
Obvious exits: -East# -West -Up
A clansdwarf sits atop a large cave bear.

< 82h/82H 74v/111V Pos: standing >
Obvious exits:
East- (closed door) 
West- Decadents Drag
Up- Councils Climb

< 82h/82H 76v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions.
Obvious exits: -East -West

< 82h/82H 81v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions.
Obvious exits: -East -West
A clansdwarf sits atop a large steeder.

< 82h/82H 80v/111V Pos: standing >
Decadents Drag
   This road was so named for the stronghold militia dragging criminals to
their clanhouse. The road is fairly narrow, unpaved and works its way
through a very rough section of the cavern to the east and west. The natural
features of the cavern rise up to the north and south, blocking progress in
those directions. The Path of Clans starts to the west.
Obvious exits: -East -West

< 82h/82H 79v/111V Pos: standing >
The Path of Clans
   This street has been constructed from large, circular stones, some carved
into the insignia of the various Khildarak clans. The quality of Clan Shatter
Stone is obvious as the stones demonstrate excellent craftsmanship. The
street is busy with citizens, visitors and merchants all hurrying about their
daily business. Two streets start at this point, Steeders Way to the west
and Decadents Drag to the east. The Path of Clans ends to the north at the
entrance to a building and continues south.
Obvious exits: -North# -East -South -West

< 82h/82H 78v/111V Pos: standing >
The door seems to be closed.

< 82h/82H 79v/111V Pos: standing >
The Path of Clans
   The stones that comprise this street are all quite large and round in
shape. Some of the stones have been carved into insignias of the Clans of
Khildarak. The space between the circular stones have been filled with
carved pieces of rock dyed in the clans color. Buildings with intricate
designs carved into their stone surface line both sides of the street,
the detail and quality of the artwork speaks much of the dwarves skill.
Citizens, visitors and merchants move past you going about their days
affairs, few bothering to glance at others passing. The street continues
north and south.
Obvious exits: -North -South
The corpse of a cavern snake is lying here.
A duergar merchant watches his cart closely
A clansdwarf shouts as he pushes his cart

< 82h/82H 78v/111V Pos: standing >
The Path of Clans
   This street has been designed to recognize all of the clans of the
Khildarak stronghold. The finely crafted stones are expertly laid, some
carved into the insignia of the various clans. Sounds of all variety can
be heard along this busy street, the ring of hammers striking metal, voices
of conversation and conflict, and the merchants shouts as they try to draw
attention to their goods. Entrances to buildings can be seen on the east
and west sides of the street. The street continues north and south.
Obvious exits: -North -East# -South -West#
A clansdwarf scans the area for vermin
A duergar merchant watches his cart closely

< 82h/82H 78v/111V Pos: standing >
Obvious exits:
North- The Path of Clans
East- (closed door) 
South- The Path of Clans
West- (closed door) 

< 82h/82H 80v/111V Pos: standing >
The Path of Clans
   The stones that comprise this street are quite large, round in shape,
some carved into the insignia of the various Khildarak clans. The space
between the circular stones has been filled with a stone, carved to fit
and dyed in the clans color. The skill of Clan Shatter stone is obvious
as the craftsmanship of the stones is excellent. Inhabitants move along
this busy street going about their days business. The entrance to a
building can be seen to the west. The street continues north and south.
Obvious exits: -North -South -West#
A clansdwarf scans the area for vermin

< 82h/82H 79v/111V Pos: standing >
The Path of Clans
   This street is very busy, residents and visitors alike move about their
business, rarely glancing in others directions. Various sounds echo softly
around you, hammers striking metal, the rattle of merchants carts rolling
along the stone street and the occasional shout of a conflict. The smell of
gourmet fungi can be detected occasionally. Buildings that line the street
are decorated in the traditional Duergar fashion, the quality of craftsmanship
is testament to the dwarves skill. Shadow Street leaves east from here. The
entrance to a building can be seen to the west. The street continues north
and south.
Obvious exits: -North -East -South -West

< 82h/82H 79v/111V Pos: standing >
Obvious exits:
North- The Path of Clans
East- Street of Shadows
South- The Path of Clans
West- A Covered Walkway

< 82h/82H 81v/111V Pos: standing >
The Path of Clans
   This street has been created and named to honor the various clans that
comprise the Khildarak Stronghold. stone insignias of the various clans
have been skillfully carved and used to pave the street. Inhabitants of
the stronghold hurry along street, in the usual business like fashion of
the Duergar. Merchants wagons rattle past, their wooden wheels rolling
easily along the stone surface. The entrance to a building is east. The
street continues north and south.
Obvious exits: -North -East -South

< 82h/82H 82v/111V Pos: standing >
Obvious exits:
North- The Path of Clans
East- An Enclosed Walkway
South- The Path of Clans

< 82h/82H 83v/111V Pos: standing >
The Path of Clans
   The stones that comprise this street are all quite large and round in
shape. Some of the stones have been carved into insignias of the Clans of
Khildarak. The space between the circular stones have been filled with
carved pieces of rock dyed in the clans color. Buildings with intricate
designs carved into their stone surface line both sides of the street,
the detail and quality of the artwork speaks much of the dwarves skill.
Citizens, visitors and merchants move past you going about their days
affairs, few bothering to glance at others passing. Strongstone Circle
lies to the south. The street continues north.
Obvious exits: -North -South
A clansdwarf watches the area closely
A clansdwarf watches the area closely

< 82h/82H 82v/111V Pos: standing >
Northeast Corner of Strongstone Circle
   This street is constructed from large stones, expertly laid, each carved
into the shape of the Strongstone family crest. The stones are well crafted,
each with a smooth and unblemished surface. The Path of Clans starts to the
north. Slayers Path leaves to the east. Strongstone circle continues to
the south and west.
Obvious exits: -North -East -South -West
A pregnant duergar looks through the merchants carts

< 82h/82H 82v/111V Pos: standing >
Slayers Path
   The uneven floor of the cavern has been smoothed to create this wide path,
which winds its way through an otherwise unaccessible area. Many buildings can
be seen to the north and west, fewer to the east where the cavern floor has
yet to be cleared. The end of a large stone structure can be seen to the south.
Strongstone circle can be seen to the west. The path continues east.
Obvious exits: -East -South# -West

< 82h/82H 81v/111V Pos: standing >
Slayers Path
   The cavern floor has been smoothed to create this wide path, which is covered
with a thick layer of rock chips and dust. The tops of many buildings can be
seen to the northwest, a large wall of dried bones blocks any view to the east.
The cavern floor rises sharply to the north, making progress in that direction
impossible. The path makes a turn here, continuing to the south and west.
Obvious exits: -South -West

< 82h/82H 80v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 82h/82H 81v/111V Pos: standing >
Slayers Path
   The cavern floor is covered with a thick layer of stone chips and dust.
The various sounds of stronghold echo softly around you, the vastness of the
cavern pretty more in this less populated area. A wall of dried bones
parallels the path on the east side. The side of a stone structure blocks
progress to the west. The path continues to the north and south.
Obvious exits: -North -South
A small lizard scurries towards you.
A small lizard scurries towards you.

< 82h/82H 80v/111V Pos: standing >
Slayers Path
   This section of Slayers Path has been dubbed 'The Area of Splatting' by
inhabitants of the stronghold because many creatures have fallen to the stone
floor in this area from the stronghold gates far above. Large splats of dried
blood cover the floor and wall of the cavern, which rises up blocking progress
to the south. The side of a stone structure can be seen bordering the path to
the west. A wall of dried bones can be seen looking to the northeast. The path
turns here, continuing to the north and east.
Obvious exits: -North -East
An intent duergar inquisitor searches the town for invaders.
A small lizard scurries towards you.
A small lizard scurries towards you.

< 82h/82H 78v/111V Pos: standing >
A small lizard enters from the north.
A small lizard enters from the north.

< 82h/82H 78v/111V Pos: standing >
A small lizard suddenly attacks YOU!
A small lizard misses you.
A small lizard suddenly attacks YOU!
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard suddenly attacks YOU!
A small lizard misses you.
Sorry, you aren't allowed to do that in combat.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard suddenly attacks YOU!
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 Your kick at a small lizard's belly comes up short.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You barely block a small lizard's lunge at you.
You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You barely block a small lizard's lunge at you.
Your bludgeon strikes a small lizard hard.
A small lizard is stunned!
Your bludgeon enshrouds a small lizard in a mist of blood.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You dodge a small lizard's vicious attack.
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 Your weak bludgeon strikes a small lizard very hard.
A small lizard is incapacitated and will slowly die, if not aided.
Your crude bludgeon enshrouds a small lizard in a mist of blood.
A small lizard is incapacitated and will slowly die, if not aided.

< 82h/82H 78v/111V Pos: standing >
<Your kick at a small lizard's belly comes up short.

< 82h/82H 78v/111V Pos: standing >
<A duergar inquisitor watches the area, making sure the battle does not get out of hand.

< 82h/82H 78v/111V Pos: standing >
<You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
<You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
<A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
<Your wicked bludgeon crushed a small lizard to death.
A small lizard is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a small lizard's gurgling and choking signals its demise.

< 82h/82H 78v/111V Pos: standing >
You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
A small lizard laughs at your feeble attempt to kick it from behind.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 Your decent bludgeon seriously wounds a small lizard.
A small lizard is stunned!
Your weak bludgeon strikes a small lizard very hard.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 Hint: Want to see who has the world's artifacts? Try the "artifact" command!  Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.
A small lizard eyes close quickly as your foot flies by its face.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You barely block a small lizard's lunge at you.
You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 Your crude bludgeon seriously wounds a small lizard.
A small lizard is incapacitated and will slowly die, if not aided.
Your weak bludgeon seriously wounds a small lizard.
A small lizard is incapacitated and will slowly die, if not aided.

< 82h/82H 78v/111V Pos: standing >
<You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
<You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
<You kick a small lizard in the belly, mangling several ribs and killing it instantly.
A small lizard is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a small lizard's gurgling and choking signals its demise.

< 82h/82H 78v/111V Pos: standing >
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 Your fine bludgeon enshrouds a small lizard in a mist of blood.
You score a CRITICAL HIT!!!!!
You bludgeon a small lizard, killing it instantly.
A small lizard is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a small lizard's gurgling and choking signals its demise.
You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
A duergar inquisitor frowns in boredom at the obviously one-sided struggle.

< 82h/82H 78v/111V Pos: standing >
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard laughs at your feeble attempt to kick it from behind.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard dodges your futile attack.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard hisses as your kick bounces off its tough scales.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 You barely block a small lizard's lunge at you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 Your fine bludgeon enshrouds a small lizard in a mist of blood.
A small lizard dodges your futile attack.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 You dodge a small lizard's vicious attack.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP:  bleeding, close to death >
 Your bludgeon seriously wounds a small lizard.
A small lizard is incapacitated and will slowly die, if not aided.

< 82h/82H 78v/111V Pos: standing >
<You kick a small lizard in the belly, mangling several ribs and killing it instantly.
A small lizard is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a small lizard's gurgling and choking signals its demise.

< 82h/82H 78v/111V Pos: standing >
A small lizard enters from the east.

< 82h/82H 78v/111V Pos: standing >
A small lizard suddenly attacks YOU!
A small lizard misses you.

< 82h/82H 78v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: lizard sta EP: excellent >
 A small lizard misses you.
You plant your foot firmly in a small lizard's snout, smashing it to one side.
A small lizard is incapacitated and will slowly die, if not aided.
A small lizard cannot respond to your attack!
Your bludgeon critically injures a small lizard.
A small lizard is mortally wounded, and will die soon, if not aided.

< 82h/82H 78v/111V Pos: standing >
<Your wicked bludgeon crushed a small lizard to death.
A small lizard is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a small lizard's gurgling and choking signals its demise.

< 82h/82H 78v/111V Pos: standing >
Kick who?

< 82h/82H 78v/111V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 82h/82H 78v/111V Pos: standing >
Slayers Path
Obvious exits: -North -East
A few drops of fresh blood are scattered around the area.
[5] The corpse of a small lizard is lying here.

< 82h/82H 111v/111V Pos: standing >
the corpse of a small lizard appears to be empty.

< 82h/82H 111v/111V Pos: standing >
You get some thick hides lined with fur from the corpse of a small lizard.

< 82h/82H 111v/111V Pos: standing >
the corpse of a small lizard appears to be empty.

< 82h/82H 111v/111V Pos: standing >
the corpse of a small lizard appears to be empty.

< 82h/82H 111v/111V Pos: standing >
the corpse of a small lizard appears to be empty.

< 82h/82H 111v/111V Pos: standing >
You do not see or have the 6.corpse.

< 82h/82H 111v/111V Pos: standing >
You are carrying: (1/10)
some thick hides lined with fur

< 82h/82H 111v/111V Pos: standing >
Into what?

< 82h/82H 111v/111V Pos: standing >
You are using:
<worn as a badge>    a crude hardwood badge
<worn on head>       an icy hardwood coif
<worn on face>       an unique softwood mask
<worn around neck>   a magical hardwood medallion
<worn around neck>   a flaming softwood amulet
<worn on body>       a misshaped glass chainmail
<worn about body>    a frozen softwood bodycloak
<worn as quiver>     a soldier's hardwood quiver
<worn about waist>   an unearthly softwood girth
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       some burnt bark arm plates from Khildarak Stronghold
<held as shield>     a sparkling softwood buckler
<worn around wrist>  a masterly-crafted softwood bracer
<primary weapon>     a fine glass morningstar
<worn on feet>       some masterly-crafted bark moccasins

< 82h/82H 111v/111V Pos: standing >
Slayers Path
Obvious exits: -North -East
[5] The corpse of a small lizard is lying here.

< 82h/82H 111v/111V Pos: standing >
Slayers Path
   The path runs along the base of the southern cavern wall here, its surface
covered with a layer of rock chips and dust. The sounds of the stronghold echo
strongly here as they bounce off the wall. A gate in the wall of dried bones
can be seen to the north. The path continues east and west.
Obvious exits: -North# -East -West

< 82h/82H 109v/111V Pos: standing >
Slayers Path
   The path follows the cavern wall in this area, which rises high to the
south. The path is covered with a layer of rock chips, making footing a
bit tricky. The sounds of the stronghold echo loudly around. A bone wall
blocks progress to the north. The path continues east and west.
Obvious exits: -East -West
A carrion crawler inches towards you

< 82h/82H 107v/111V Pos: standing >
A carrion crawler suddenly attacks YOU!
A carrion crawler misses you.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP: excellent >
 Your kick at a carrion crawler's belly comes up short.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP: excellent >
 Hint: Type "forget (spell name)" to free up a spell slot.  Alternately, you can "forget all" to free all your spell slots.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP: excellent >
 You barely block a carrion crawler's lunge at you.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP: excellent >
 Your bludgeon strikes a carrion crawler very hard.
Your bludgeon strikes a carrion crawler hard.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP:  few wounds >
 You barely block a carrion crawler's lunge at you.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP:  few wounds >
 Your decent bludgeon strikes a carrion crawler very hard.
A carrion crawler dodges your futile attack.
A carrion crawler eyes close quickly as your foot flies by its face.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP:  nasty wounds >
 You dodge a carrion crawler's vicious attack.

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP:  nasty wounds >
 Your bludgeon seriously wounds a carrion crawler.
Your decent bludgeon seriously wounds a carrion crawler.
A carrion crawler is stunned!

< 82h/82H 107v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: carrion sta EP:  awful >
 You kick a carrion crawler in the belly, mangling several ribs and killing it instantly.
A carrion crawler is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a carrion crawler's gurgling and choking signals its demise.

< 82h/82H 107v/111V Pos: standing >
Kick who?

< 82h/82H 107v/111V Pos: standing >
the corpse of a carrion crawler appears to be empty.

< 82h/82H 107v/111V Pos: standing >
Slayers Path
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
The corpse of a carrion crawler is lying here.

< 82h/82H 107v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 82h/82H 108v/111V Pos: standing >
Slayers Path
  The uneven cavern floor has been smoothed to create this wide path. Rock
chips cover the paths surface, making footing a bit uncertain. The path
turns here, following the base of the south and east cavern walls, which
rise high above on their respective sides. A wall constructed of bone can
be seen looking to the northwest. The sounds of the stronghold echo loudly
in this corner of the cavern. The path continues to the north and west.
Obvious exits: -North -West
A cavern rat charges with ferocity

< 82h/82H 107v/111V Pos: standing >
A cavern rat suddenly attacks YOU!
A cavern rat misses you.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 A cavern rat enters from the north.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 A cavern rat suddenly attacks YOU!
A cavern rat misses you.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 Pardon?

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 You barely block a cavern rat's lunge at you.
You kick a cavern rat in the stomach, winding it.
A cavern rat is stunned!

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP:  bleeding, close to death >
 Your fine bludgeon causes a cavern rat to grimace in pain.
A cavern rat is incapacitated and will slowly die, if not aided.
You bludgeon a cavern rat, killing it instantly.
A cavern rat is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a cavern rat's gurgling and choking signals its demise.

< 82h/82H 108v/111V Pos: standing >
You barely block a cavern rat's lunge at you.

< 82h/82H 108v/111V Pos: standing >
You barely block a cavern rat's lunge at you.

< 82h/82H 108v/111V Pos: standing >
Slayers Path
Obvious exits: -North -West
Fresh blood covers everything in the area.
The corpse of a cavern rat is lying here.
A cavern rat stands here, fighting YOU!

< 82h/82H 108v/111V Pos: standing >
A cavern rat laughs at your feeble attempt to kick it from behind.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 You barely block a cavern rat's lunge at you.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP: excellent >
 Your bludgeon strikes a cavern rat very hard.
Your crude bludgeon strikes a cavern rat very hard.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP:  nasty wounds >
 You barely block a cavern rat's lunge at you.
A cavern rat eyes close quickly as your foot flies by its face.

< 82h/82H 108v/111V Pos: standing >
< T: Dakgar TP: sta TC:excellent E: rat sta EP:  nasty wounds >
 Your fine bludgeon enshrouds a cavern rat in a mist of blood.
Your decent bludgeon enshrouds a cavern rat in a mist of blood.
A cavern rat is incapacitated and will slowly die, if not aided.

< 82h/82H 108v/111V Pos: standing >
<You kick a cavern rat in the belly, mangling several ribs and killing it instantly.
A cavern rat is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a cavern rat's gurgling and choking signals its demise.

< 82h/82H 108v/111V Pos: standing >
Autosaving...

< 82h/82H 108v/111V Pos: standing >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.

< 82h/82H 111v/111V Pos: standing >
A goblin magician's pierce strikes you.

< 79h/82H 111v/111V Pos: standing >
< T: Dakgar TP: sta TC:few scratches E: a goblin magician sta EP: excellent >
 Someone dodges your futile attack.
A goblin magician's impressive pierce strikes you very hard.
OUCH!  That really did HURT!
A goblin magician's impressive pierce seriously wounds you.
OUCH!  That really did HURT!

< 53h/82H 111v/111V Pos: standing >
< T: Dakgar TP: sta TC: few wounds E: a goblin magician sta EP: excellent >
 A goblin magician's crude pierce strikes you.
A goblin magician's pierce strikes you hard.
A goblin magician's fine pierce strikes you very hard.
A goblin magician's decent pierce strikes you hard.
You dodge a goblin magician's vicious attack.
A goblin magician's pierce strikes you very hard.

< 27h/82H 111v/111V Pos: standing >
< T: Dakgar TP: sta TC: nasty wounds E: a goblin magician sta EP: excellent >
 A goblin magician's crude pierce strikes you hard.
A goblin magician's decent pierce strikes you very hard.
A goblin magician's fine pierce enshrouds you in a mist of blood.
OUCH!  That really did HURT!
A goblin magician's pierce 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!
A goblin magician's decent pierce 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!
The world starts spinning, and your ears are ringing!
A goblin magician's stab causes massive blood-loss and you fall to the ground, lifeless.
Your fine glass morningstar was completely destroyed by the massive blow!
Your frozen softwood bodycloak was completely destroyed by the massive blow!