The death of [51 Crusader] Duac AnGEr Of The Honoured (Dwarf)

in The Site of a Watering Hole

from the perspective of [51 Gladiator] Rexx La Resistance (Orc)

<worn as a badge>    an emblem of Shanatar royalty (magic)
<worn on head>       the diamond crown of Winduin (glowing) [78%]             
<worn on eyes>       a black duergar eyepatch
<worn in ear>        an orb of metorite of dexterity (glowing)
<worn in ear>        a bone pick of agility [72%]             
<worn on face>       a black leather mask [81%]             
<worn around neck>   a studded dragonscale neckguard [poor]
<worn around neck>   a glowing necklace of power (glowing)
<worn on body>       the armor of Hellfire [superior] (glowing) [70%]             
<worn about body>    the wings of the shadow dragon (glowing)
<worn as quiver>     an elven quiver [79%]             
<worn about waist>   a blood-stained silver belt [75%]             
<worn on belt buckle>a huge double-bladed axe called 'Skull Splitter' [superior] (magic) [89%]             
<worn on arms>       a pair of frost-rimed cold iron vambraces [poor] (magic)
<worn around wrist>  a bracer made from the skin of a yuan-ti (magic)
<worn around wrist>  a light copper bracer
<worn on hands>      some black leather gloves with mithril blades [71%]             
<worn on finger>     a ring of destruction [poor] (magic) (glowing)
<worn on finger>     a ring of the valkyries of damage
<primary weapon>     the Soulsword (magic) (humming) [81%]             
<secondary weapon>   a diorite shard named 'Seeker' [poor] (magic) [89%]             
<worn on legs>       some flexible leggings of hellfire (magic) (glowing) [34%]             
<worn on feet>       a pair of shadowseed stone boots of endurance

An unnatural darkness fills this area.
Obvious exits: -East -Down
The corpse of a troglodyte sentinel is lying here.
The corpse of a troglodyte female is lying here.
The corpse of a troglodyte sentinel is lying here.
The corpse of a troglodyte berserker is lying here.
*Goli La Resistance (Drow Elf)(medium) stands, floating here.
A globe of darkness floats near Goli's head.
*Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Jov La Resistance (Orc)(medium) stands in mid-air here.
*Noz La Resistance (Drow Elf)(large) in mid-air sits atop a winged hellhound.
Iruzl enters from below.

< 1041h/1041H 172v/176V Pos: standing >

< 1041h/1041H 176v/176V Pos: standing >
Backstab who?

< 1041h/1041H 176v/176V Pos: standing >
A faint hum can be heard from the shadowy staff of damnation carried by Obeen.

< 1041h/1041H 176v/176V Pos: standing >
In the Dark Troglodyte Caves
   This dark and scary cave is inhabited by a race of highly effective and
deadly fighters.  The troglodyte race is savage and can easily overcome an
unready opponent.  The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail.  This cave is the
perfect lair for such a race.  Because the darkness is so complete, ambushes
can and will happen as one goes further into this place.  The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings.  The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness.  One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
There are some tracks heading north.

< 1041h/1041H 174v/176V Pos: standing >
The blood-red glow surrounding you fades away.
The purple glow surrounding you fades away.

< 985h/985H 174v/176V Pos: standing >
In the Dark Troglodyte Caves
   The further into the troglodyte caves the more disorienting it becomes.
Even creatures with phenomenal infravision find this place to be a complex and
confusing cave system.  The darkness, combined with the horrible smells that
the troglodytes release from their glands, makes the air seem to be thick like
water.  The rocks are cold and wet and sound does not seem to carry very well
this far down.  Normally there would be an echo, but here there is none.  It
is as if a shadow of darkness has stolen all the light and sound from this
place.  Even with a torch one cannot see very far ahead.  Shadows seem to dance
and merge into the stone.  Or perhaps the troglodyte warriors are preparing to
attack.  The troglodytes posses an innate ability to change the color and tone
of their flesh to fit in with their surroundings.  It is safe to assume that an
adult troglodyte could blend in with the black rock and stand there invisible
to someone who walked by.  One may walk north, south or west.  The darkness
makes it hard to determine which is the main path.
Obvious exits: -North -South -West

< 985h/985H 173v/176V Pos: standing >
In the Dark Troglodyte Caves
   These dark caves are filled with the entire troglodyte settlement.  The
nature of the troglodytes makes living in these caves essential as it is their
only possible habitat.  The night is the only time these creatures can come out
of hiding and when they do they search for human flesh.  The cave itself is a
natural formation, the stone still in its crude natural state.  There may have
been some mining or rock work done, but it was minimal as the troglodytes can
live withouth the luxury of smooth stone.  The air is very musty, a smell only
found with large colonies of lizards or troglodytes.  The temperature is always
warm, how the caves are kept this warm is a mystery to the outside world.  The
caves twist and turn as they travel through this underground labrynth.  One may
travel to the north or south from this point in the troglodyte caves.
Obvious exits: -North -South
The corpse of a troglodyte berserker is lying here.
There are some tracks heading north.

< 985h/985H 174v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 174v/176V Pos: standing >
In the Dark Troglodyte Caves
   The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings.  The cave system is a random, twisting monster that
makes navigation nearly impossible.  The cave is a natural occurrence and thus
is bound to no city plan or layout.  The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless.  In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils.  The air is very musty and
warm feeling, an oddity for this far below the surface.  There are no markings
or indications as to the correct path to choose.  Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
The corpse of a troglodyte sentinel is lying here.
A troglodyte berserker charges through the tunnels here.

< 985h/985H 172v/176V Pos: standing >
In the Dark Troglodyte Caves
   The troglodyte caves continue to wind through the hard stone that lies
far below the surface.  The stone is very rough and sharp in places, not by
design, but the original state as when this cavern was formed.  The tunnels of
the troglodyte caves twist and turn in many directions, sometimes seemingly
doubling back or going in circles.  Making navigation even more difficult is
the fact that both echoes and light seem to reflect differently here than in
normal cave conditions.  The air is thick and musky making it sometimes quite
hard to breathe.  The ground is a very unforgiving monster, the sharp stones
and pebbles acting as a dangerous hazard.  One wrong step could seriously
injure even the thickest skinned creature.  The cave system here is at least
twenty feet above the tunnel that is located down from this point.  One may
travel down or west from this point.
Obvious exits: -West -Down
[2] The corpse of a troglodyte female is lying here.
A troglodyte female wanders around snarling.

< 985h/985H 170v/176V Pos: standing >
A troglodyte female leaves west.
In the Dark Troglodyte Caves
   The dark troglodyte caves continue here, further and further below the
surface with each step.  The natural cave here actually grows to an impressive
height, the ceiling so high it is out of the range of most light sources.  The
cave walls are very rough and unhewn, a combination that allows for the weird
echo patterns and deceptive shadows.  The ground is very rough and uneven.  The
air here is even thicker and harder to breathe than the level above this one.
To go up from this point one must navigate the poorly spaced hand-holds or
risk floating up to the ledge.  There are many small bones and skulls here on
the ground.  The possibility that this region of the troglodyte caves is a
dumping ground is a high one.  One may travel up or east further into the
darkness of the troglodyte cave system.
Obvious exits: -East -Up
The corpse of a troglodyte sentinel is lying here.

< 985h/985H 173v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 176v/176V Pos: standing >
In the Dark Troglodyte Caves
   The dark and twisting tunnels of the troglodyte caves continue to wind
their way through the dark rock.  The walls are rough and uneven, small patches
of deep-ground lichens growing in the deeper pockets of stone.  The ceiling is
naturally formed but seems to have taken some damage, most likely from some
crude metal implements.  The floor is a honey-combed series of pitfalls, most
likely formed by acid drips or naturally occuring chemical residue left after
a hard flood.  The floors uneven nature makes it qutie difficult to travel at
a very fast rate.  The air here is rather unobtrusive and unremarkable.  The
dry air is hard to describe except that it is strangely void of any smells of
notice.  The musty odor present in previous tunnels is oddly missing here.  The
silence is strange and menacing.  One may travel to the north or west from this
point in the troglodyte cave system.
Obvious exits: -North -West
The corpse of a Halfling is lying here.
A Halfling (small) Legionary of The Empire stands here.(Gold Aura)
A troglodyte male runs his fingers along the wall.

< 985h/985H 174v/176V Pos: standing >
You snap into visibility.
[Damage: 65 ] A Halfling makes a strange sound as you place a diorite shard named 'Seeker' [poor] in his back.

< 985h/985H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:excellent E: A Halfling sta EP:  awful >
 You snap into visibility.
[Damage: 80 ] You split a Halfling's skull wide open, causing immediate death!
A Halfling is dead! R.I.P.
You receive your share of experience.
The last gasps of a Halfling cause a sickening chill to run up your spine.

< 985h/985H 174v/176V Pos: standing >

< 985h/985H 174v/176V Pos: standing >
Experience till level: -20909365

< 985h/985H 176v/176V Pos: standing >

< 985h/985H 176v/176V Pos: standing >
In the Dark Troglodyte Caves
   The dark troglodyte caves continue here, further and further below the
surface with each step.  The natural cave here actually grows to an impressive
height, the ceiling so high it is out of the range of most light sources.  The
cave walls are very rough and unhewn, a combination that allows for the weird
echo patterns and deceptive shadows.  The ground is very rough and uneven.  The
air here is even thicker and harder to breathe than the level above this one.
To go up from this point one must navigate the poorly spaced hand-holds or
risk floating up to the ledge.  There are many small bones and skulls here on
the ground.  The possibility that this region of the troglodyte caves is a
dumping ground is a high one.  One may travel up or east further into the
darkness of the troglodyte cave system.
Obvious exits: -East -Up
The corpse of a troglodyte sentinel is lying here.

< 985h/985H 174v/176V Pos: standing >
In the Dark Troglodyte Caves
   The troglodyte caves continue to wind through the hard stone that lies
far below the surface.  The stone is very rough and sharp in places, not by
design, but the original state as when this cavern was formed.  The tunnels of
the troglodyte caves twist and turn in many directions, sometimes seemingly
doubling back or going in circles.  Making navigation even more difficult is
the fact that both echoes and light seem to reflect differently here than in
normal cave conditions.  The air is thick and musky making it sometimes quite
hard to breathe.  The ground is a very unforgiving monster, the sharp stones
and pebbles acting as a dangerous hazard.  One wrong step could seriously
injure even the thickest skinned creature.  The cave system here is at least
twenty feet above the tunnel that is located down from this point.  One may
travel down or west from this point.
Obvious exits: -West -Down
[2] The corpse of a troglodyte female is lying here.

< 985h/985H 172v/176V Pos: standing >
In the Dark Troglodyte Caves
   The dark troglodyte caves continue here, further and further below the
surface with each step.  The natural cave here actually grows to an impressive
height, the ceiling so high it is out of the range of most light sources.  The
cave walls are very rough and unhewn, a combination that allows for the weird
echo patterns and deceptive shadows.  The ground is very rough and uneven.  The
air here is even thicker and harder to breathe than the level above this one.
To go up from this point one must navigate the poorly spaced hand-holds or
risk floating up to the ledge.  There are many small bones and skulls here on
the ground.  The possibility that this region of the troglodyte caves is a
dumping ground is a high one.  One may travel up or east further into the
darkness of the troglodyte cave system.
Obvious exits: -East -Up
The corpse of a troglodyte sentinel is lying here.
There are some tracks.

< 985h/985H 173v/176V Pos: standing >
In the Dark Troglodyte Caves
   The dark and twisting tunnels of the troglodyte caves continue to wind
their way through the dark rock.  The walls are rough and uneven, small patches
of deep-ground lichens growing in the deeper pockets of stone.  The ceiling is
naturally formed but seems to have taken some damage, most likely from some
crude metal implements.  The floor is a honey-combed series of pitfalls, most
likely formed by acid drips or naturally occuring chemical residue left after
a hard flood.  The floors uneven nature makes it qutie difficult to travel at
a very fast rate.  The air here is rather unobtrusive and unremarkable.  The
dry air is hard to describe except that it is strangely void of any smells of
notice.  The musty odor present in previous tunnels is oddly missing here.  The
silence is strange and menacing.  One may travel to the north or west from this
point in the troglodyte cave system.
Obvious exits: -North -West
Fresh blood covers everything in the area.
[2] The corpse of a Halfling is lying here.
A troglodyte male runs his fingers along the wall.
There are some tracks.
There are some tracks heading north.

< 985h/985H 172v/176V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of Hakkad is made of flesh and appears to be of average quality.
The corpse of Hakkad has an item value of 1.
It appears to be the corpse of Hakkad.
a burnt brass bodycloak
a glowing dragonscale visor
a silk white gown
some mysterious leggings
some mysterious boots
some mysterious sleeves
a small round wooden shield
a scarlet silk sash
a mask of beastkind (magic)
a faintly glowing stud
a glowing quill (glowing)

< 985h/985H 176v/176V Pos: standing >

< 985h/985H 176v/176V Pos: standing >

< 985h/985H 176v/176V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of Hakkad is made of flesh and appears to be of average quality.
The corpse of Hakkad has an item value of 1.
It appears to be the corpse of Hakkad.
some angelic marble gloves
a frost-rimed bone skull from Newhaven
a flaming bone pendant
some rune-covered silk (magic)
[2] a mysterious tome

< 985h/985H 176v/176V Pos: standing >

< 985h/985H 176v/176V Pos: standing >
Hint: Watch out when range attacking mobs, as you will aggro all the mobs in the room you are ranging into. 

< 985h/985H 176v/176V Pos: standing >
In the Dark Troglodyte Caves
   The dark troglodyte caves continue here, further and further below the
surface with each step.  The natural cave here actually grows to an impressive
height, the ceiling so high it is out of the range of most light sources.  The
cave walls are very rough and unhewn, a combination that allows for the weird
echo patterns and deceptive shadows.  The ground is very rough and uneven.  The
air here is even thicker and harder to breathe than the level above this one.
To go up from this point one must navigate the poorly spaced hand-holds or
risk floating up to the ledge.  There are many small bones and skulls here on
the ground.  The possibility that this region of the troglodyte caves is a
dumping ground is a high one.  One may travel up or east further into the
darkness of the troglodyte cave system.
Obvious exits: -East -Up
The corpse of a troglodyte sentinel is lying here.

< 985h/985H 174v/176V Pos: standing >
In the Dark Troglodyte Caves
   The troglodyte caves continue to wind through the hard stone that lies
far below the surface.  The stone is very rough and sharp in places, not by
design, but the original state as when this cavern was formed.  The tunnels of
the troglodyte caves twist and turn in many directions, sometimes seemingly
doubling back or going in circles.  Making navigation even more difficult is
the fact that both echoes and light seem to reflect differently here than in
normal cave conditions.  The air is thick and musky making it sometimes quite
hard to breathe.  The ground is a very unforgiving monster, the sharp stones
and pebbles acting as a dangerous hazard.  One wrong step could seriously
injure even the thickest skinned creature.  The cave system here is at least
twenty feet above the tunnel that is located down from this point.  One may
travel down or west from this point.
Obvious exits: -West -Down
[2] The corpse of a troglodyte female is lying here.
There are some tracks.
There are some tracks.

< 985h/985H 172v/176V Pos: standing >
In the Dark Troglodyte Caves
   The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings.  The cave system is a random, twisting monster that
makes navigation nearly impossible.  The cave is a natural occurrence and thus
is bound to no city plan or layout.  The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless.  In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils.  The air is very musty and
warm feeling, an oddity for this far below the surface.  There are no markings
or indications as to the correct path to choose.  Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
The corpse of a troglodyte sentinel is lying here.
A troglodyte female wanders around snarling.
A troglodyte berserker charges through the tunnels here.
There are some tracks heading north.
There are some tracks heading north.

< 985h/985H 174v/176V Pos: standing >
A troglodyte female leaves north.

< 985h/985H 174v/176V Pos: standing >
In the Dark Troglodyte Caves
   These dark caves are filled with the entire troglodyte settlement.  The
nature of the troglodytes makes living in these caves essential as it is their
only possible habitat.  The night is the only time these creatures can come out
of hiding and when they do they search for human flesh.  The cave itself is a
natural formation, the stone still in its crude natural state.  There may have
been some mining or rock work done, but it was minimal as the troglodytes can
live withouth the luxury of smooth stone.  The air is very musty, a smell only
found with large colonies of lizards or troglodytes.  The temperature is always
warm, how the caves are kept this warm is a mystery to the outside world.  The
caves twist and turn as they travel through this underground labrynth.  One may
travel to the north or south from this point in the troglodyte caves.
Obvious exits: -North -South
The corpse of a troglodyte berserker is lying here.
There are some tracks heading north.

< 985h/985H 172v/176V Pos: standing >
In the Dark Troglodyte Caves
   The further into the troglodyte caves the more disorienting it becomes.
Even creatures with phenomenal infravision find this place to be a complex and
confusing cave system.  The darkness, combined with the horrible smells that
the troglodytes release from their glands, makes the air seem to be thick like
water.  The rocks are cold and wet and sound does not seem to carry very well
this far down.  Normally there would be an echo, but here there is none.  It
is as if a shadow of darkness has stolen all the light and sound from this
place.  Even with a torch one cannot see very far ahead.  Shadows seem to dance
and merge into the stone.  Or perhaps the troglodyte warriors are preparing to
attack.  The troglodytes posses an innate ability to change the color and tone
of their flesh to fit in with their surroundings.  It is safe to assume that an
adult troglodyte could blend in with the black rock and stand there invisible
to someone who walked by.  One may walk north, south or west.  The darkness
makes it hard to determine which is the main path.
Obvious exits: -North -South -West

< 985h/985H 171v/176V Pos: standing >
In the Dark Troglodyte Caves
   This dark and scary cave is inhabited by a race of highly effective and
deadly fighters.  The troglodyte race is savage and can easily overcome an
unready opponent.  The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail.  This cave is the
perfect lair for such a race.  Because the darkness is so complete, ambushes
can and will happen as one goes further into this place.  The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings.  The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness.  One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
There are some tracks heading north.
There are some tracks heading north.

< 985h/985H 172v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 174v/176V Pos: standing >
The Entrance to the Troglodyte Caves
   This small and highly defendable room is the entrance to the troglodyte
cave system.  This clan of lizard-like humanoids was thought to be some kind of
old myth that parents told their children to scare them.  It is, in fact, very
real and very dangerous to anyone foolish enough to intrude.  The cave is dark
and filled with many of the vile troglodyte warriors.  The troglodytes are a
savage people who crave human flesh and often will raid the surrounding areas
for food and other valuables.  This cave is well hidden beneath the Black Dog
Mountains.  The entire clan of creatures lives off of the success of their
raiding abillity.  The cave smells very bad as the creatures themselves give
off a repelant odor.  The gloom that hangs over this place is hard to see very
far into.  This is the entrance to the troglodyte caves.  One may travel east
or down back into the water.
An unnatural darkness fills this area.
Obvious exits: -East -Down
The corpse of a troglodyte sentinel is lying here.
The corpse of a troglodyte female is lying here.
The corpse of a troglodyte sentinel is lying here.
The corpse of a troglodyte berserker is lying here.

< 985h/985H 174v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 174v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 174v/176V Pos: standing >
Inside the Dark Passageway
   The cold watery passage ends here abruptly.  The well crafted walls end
here underneath a medium sized opening above.  It is difficult to tell what is
located above, it could just be a continuation of this tunnel.  The water is
very dirty here as if someone had deficated here in the water.  It seems that
this area is not naturally formed.  There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race.  The
feeling of dread grows and grows.  There are small rocks and pebbles lying all
over on the ground, as if part of some large object.  A thin layer of slime has
formed on the northern wall.  One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
A HUGE stone golem stands here protecting the passageway.
There are Drow Elf tracks going up.

< 985h/985H 172v/176V Pos: standing >
In an Underwater Passage
   The water here turns very cold.  There appears to be a stone passage here
heading to the north.  The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city.  The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway.  There is a thick layer of silt formed on
the floor of this passageway.  One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South
A troglodyte female prowls through the caves here.
A troglodyte assassin sneaks through the tunnels here.

< 985h/985H 174v/176V Pos: standing >
Alas, you cannot go that way. . . .

< 985h/985H 174v/176V Pos: standing >
Underwater in the Clean Pool
   The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy.  The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms.  A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place.  One may travel to the north or up from this point.
An unnatural darkness fills this area.
Obvious exits: -North -Up
*Obeen La Resistance (Kobold)(tiny) stands in mid-air here.
*Iruzl La Resistance (Githyanki)(medium) stands in mid-air here.
*Daq La Resistance (Orc)(medium) stands in mid-air here.
*Goli La Resistance (Drow Elf)(medium) stands, floating here.
A globe of darkness floats near Goli's head.
*Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Jov La Resistance (Orc)(medium) stands in mid-air here.
*Noz La Resistance (Drow Elf)(large) in mid-air sits atop a winged hellhound.

< 985h/985H 172v/176V Pos: standing >
You are surrounded by a blood-red glow.

< 985h/985H 172v/176V Pos: standing >
The Site of a Watering Hole
   The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water.  The pool is only a few feet deep but over
twenty feet wide.  All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie.  The
trails all seem to lead here and travel in many random directions.  The pools
surface is calm and undisturbed.  The Black Dog Mountains loom in the distance
to the north and east.  One may travel to the west or south.
Obvious exits: -South -West
The watering hole is filled with cool water.

< 985h/985H 172v/176V Pos: standing >
Underwater in the Clean Pool
   The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy.  The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms.  A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place.  One may travel to the north or up from this point.
An unnatural darkness fills this area.
Obvious exits: -North -Up
*Obeen La Resistance (Kobold)(tiny) stands in mid-air here.
*Iruzl La Resistance (Githyanki)(medium) stands in mid-air here.
*Daq La Resistance (Orc)(medium) stands in mid-air here.
*Goli La Resistance (Drow Elf)(medium) stands, floating here.
A globe of darkness floats near Goli's head.
*Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Jov La Resistance (Orc)(medium) stands in mid-air here.
*Noz La Resistance (Drow Elf)(large) in mid-air sits atop a winged hellhound.
There are some tracks.

< 985h/985H 176v/176V Pos: standing >

< 985h/985H 176v/176V Pos: standing >
You are surrounded by a purple glow.

< 985h/985H 176v/176V Pos: standing >

< 1041h/1041H 176v/176V Pos: standing >

< 1041h/1041H 176v/176V Pos: standing >

< 1041h/1041H 176v/176V Pos: standing >
Saving Rexx.

< 1041h/1041H 176v/176V Pos: standing >
A faint hum can be heard from a gladius called 'Backstabber' carried by Daq.

< 1041h/1041H 176v/176V Pos: standing >
You get a slab of beef from a large net.

< 1041h/1041H 176v/176V Pos: standing >
You eat the slab of beef.

< 1041h/1041H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
You quickly scan the area.
A hunter from Tentro who is close by above you.

< 1055h/1055H 176v/176V Pos: standing >
You quickly scan the area.
A hunter from Tentro who is close by above you.

< 1055h/1055H 176v/176V Pos: standing >
It is too wet to hide here. Go find dry land...

< 1055h/1055H 176v/176V Pos: standing >
A faint hum can be heard from the shadowy staff of damnation carried by Obeen.

< 1055h/1055H 176v/176V Pos: standing >
Jov's mask sparkles for a moment, and reality seems to twist and bend.

< 1055h/1055H 176v/176V Pos: standing >
Underwater in the Clean Pool
Obvious exits: -North -Up
*Obeen La Resistance (Kobold)(tiny) stands in mid-air here.
*Iruzl La Resistance (Githyanki)(medium) stands in mid-air here.
*Daq La Resistance (Orc)(medium) stands in mid-air here.
*Goli La Resistance (Drow Elf)(medium) stands, floating here.
A globe of darkness floats near Goli's head.
*Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Jov La Resistance (Orc)(medium) stands in mid-air here.
*Noz La Resistance (Drow Elf)(large) in mid-air sits atop a winged hellhound.

< 1055h/1055H 176v/176V Pos: standing >
Obeen looks at Jov.

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
A faint hum can be heard from a gladius called 'Backstabber' carried by Daq.

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Underwater in the Clean Pool
Obvious exits: -North -Up
*Obeen La Resistance (Kobold)(tiny) stands in mid-air here.
*Iruzl La Resistance (Githyanki)(medium) stands in mid-air here.
*Daq La Resistance (Orc)(medium) stands in mid-air here.
*Goli La Resistance (Drow Elf)(medium) stands, floating here.
A globe of darkness floats near Goli's head.
*Bimli La Resistance (Thri-Kreen)(medium) stands in mid-air here.
*Jov La Resistance (Orc)(medium) stands in mid-air here.
*Noz La Resistance (Drow Elf)(large) in mid-air sits atop a winged hellhound.

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Daq's body appears to recover from the affects of the potion.

< 1055h/1055H 176v/176V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.
Noz's mouth moves, but all that comes forth is bubbles...

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Noz's skin seems to turn to stone.
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >
Backstab who?

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >

< 1055h/1055H 176v/176V Pos: standing >
Headbutt whom?

< 1055h/1055H 176v/176V Pos: standing >
The Site of a Watering Hole
   The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water.  The pool is only a few feet deep but over
twenty feet wide.  All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie.  The
trails all seem to lead here and travel in many random directions.  The pools
surface is calm and undisturbed.  The Black Dog Mountains loom in the distance
to the north and east.  One may travel to the west or south.
Obvious exits: -South -West
The watering hole is filled with cool water.
A field mouse scurries through the grass here.
A magnificent white warhorse stands here quietly. (minion) (Gold Aura)
A Dwarf (medium) TongJun - AnGEr Of The Honoured stands in mid-air here.(Gold Aura)

< 1055h/1055H 174v/176V Pos: standing >
You snap into visibility.
[Damage: 55 ] You leave a huge, red swollen lump on a Dwarf's temple.
You ignite into black flames as you hit a Dwarf!
A halo of white light descends upon a Dwarf burning your soul.

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sta EP: few scratches >
 Noz rides in on a winged hellhound from elsewhere.
Bimli enters from elsewhere.
Goli floats in from elsewhere.
Iruzl enters from elsewhere.
Iruzl snaps into visibility.
A dark shroud encases Iruzl as he charges into battle.
A Dwarf is knocked to the ground by Iruzl's mighty bash!

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: few scratches >
 Bimli snaps into visibility.
A Dwarf avoids being bashed by Bimli, who loses his balance and falls.
Noz snaps into visibility.
A winged hellhound snaps into visibility.
A winged hellhound's hooves crash into a Dwarf's chest with a stunning force.
A winged hellhound ignites into black flames as he hits a Dwarf!

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: few scratches >
 Daq suddenly attacks a Dwarf!
Daq snaps into visibility.
Daq's fine pierce grazes a Dwarf.

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: few scratches >
 Jov starts casting a spell.
Jov snaps into visibility.

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: few scratches >
 Obeen starts casting an offensive spell.
Obeen snaps into visibility.

< 1052h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: few scratches >
 Iruzl snaps into visibility.
Iruzl's feeble slash grazes a Dwarf.
Iruzl's slash grazes a Dwarf.
Iruzl's the sword of tormenting [superior] turns black and spews a torrent of pure foul evil at a Dwarf!
The room goes dark!
A field mouse hears Iruzl's word of power, and nothing more.
A field mouse is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a field mouse's gurgling and choking signals his demise.
Iruzl sends a magnificent heavy warhorse reeling with an unholy word.
Iruzl sends a Dwarf reeling with an unholy word.
Iruzl's feeble slash grazes a Dwarf.
Iruzl misses a Dwarf.
Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage:  1 ] Your weak slash grazes a Dwarf.
[Damage: 15 ] Your impressive pierce wounds a Dwarf.
You ignite into black flames as you hit a Dwarf!
[Damage: 13 ] Your pierce wounds a Dwarf.
You ignite into black flames as you hit a Dwarf!
[Damage:  9 ] Your fine slash wounds a Dwarf.
You ignite into black flames as you hit a Dwarf!
[Damage:  7 ] Your fine slash grazes a Dwarf.
You ignite into black flames as you hit a Dwarf!

< 1042h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  small wounds >
 A magnificent heavy warhorse misses Iruzl.
Iruzl snaps into visibility.

< 1042h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  small wounds >
 Jov snaps into visibility.

< 1042h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  small wounds >
 Obeen snaps into visibility.
Obeen completes his spell...
Obeen utters the words 'qpaahuq fussrz'
Obeen shatters the fabric of reality
sending ripples of ChAoTiC energy flowing into a Dwarf.
Twin bolts of writhing power slam into a Dwarf's chest.
BOOOOOOOOOM!
a Dwarf explodes in flames as a GIGANTIC fireball engulfs him.
Ice crystals form around a Dwarf as intense cold causes his body to freeze.
BOOOOOOOOOM!
a Dwarf explodes in flames as a GIGANTIC fireball engulfs him.
Jov completes his spell...
Jov utters the words 'paffue xurhuio'
A Dwarf begins to dry and wilt.

< 1042h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 A winged hellhound's weak thrash grazes a Dwarf.
A winged hellhound ignites into black flames as he hits a Dwarf!

< 1042h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 You snap into visibility.
A Dwarf's fine slash grazes you.
[Damage:  1 ] As a Dwarf strikes you, you smile as he tears his flesh!
You parry a Dwarf's lunge at you.

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 Obeen starts casting an offensive spell.
Obeen snaps into visibility.

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 Jov starts casting a spell.
Jov snaps into visibility.

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 Noz snaps into visibility.
Noz's crude slash wounds a Dwarf.
Noz ignites into black flames as he hits a Dwarf!
Noz's slash wounds a Dwarf.
Noz ignites into black flames as he hits a Dwarf!
Noz's impressive slash strikes a Dwarf.
A Dwarf's spell flows around Noz, leaving him unharmed!
Noz's slash wounds a Dwarf.
A Dwarf's spell flows around Noz, leaving him unharmed!

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  few wounds >
 Obeen snaps into visibility.
Obeen completes his spell...
Obeen utters the words 'garbzzsg wuggurz babragruoz'
Obeen's magic rips the fabric of reality causing ChAoTiC energies to pour in.
A swarm of insects appears from nowhere!
A swarm of insects suddenly attacks a Dwarf!
A swarm of insects misses a Dwarf.
A bolt of force sent by Obeen hits a Dwarf soundly.
A bolt of force sent by Obeen hits a Dwarf soundly.
A huge bolt of force sent by Obeen impacts on a Dwarf's chest with a loud thud.
A bolt of force sent by Obeen hits a Dwarf soundly.
Daq's pierce wounds a Dwarf.
Daq's fine slash strikes a Dwarf.
Daq's impressive pierce strikes a Dwarf.
Daq's powerful pierce strikes a Dwarf.
Daq's fine pierce strikes a Dwarf.
Daq's fine pierce wounds a Dwarf.
Daq's impressive pierce strikes a Dwarf.
Daq's fine pierce strikes a Dwarf.

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 Jov snaps into visibility.

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 Jov completes his spell...
Jov utters the word 'uwshiguai'
A Dwarf almost hits his knees in agony as Jov crushes his body, causing parts of him to implode!

< 1032h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 Iruzl snaps into visibility.
Iruzl's impressive slash strikes a Dwarf hard.
Iruzl ignites into black flames as he hits a Dwarf!
Iruzl's weak slash wounds a Dwarf.
A Dwarf's spell flows around Iruzl, leaving him unharmed!
Iruzl's weak slash wounds a Dwarf.
Iruzl ignites into black flames as he hits a Dwarf!
Iruzl's slash wounds a Dwarf.
Iruzl ignites into black flames as he hits a Dwarf!
Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 15 ] Your impressive slash strikes a Dwarf hard.
You ignite into black flames as you hit a Dwarf!
[Damage: 15 ] Your impressive pierce strikes a Dwarf hard.
You ignite into black flames as you hit a Dwarf!
[Damage:  8 ] Your fine pierce strikes a Dwarf.
You ignite into black flames as you hit a Dwarf!
[Damage: 11 ] Your impressive slash strikes a Dwarf hard.
You ignite into black flames as you hit a Dwarf!
[Damage: 14 ] Your impressive slash strikes a Dwarf very hard.
You ignite into black flames as you hit a Dwarf!
Obeen starts casting an offensive spell.
Obeen snaps into visibility.

< 1016h/1055H 174v/176V Pos: standing >
< T: Rexx TP: sta TC:few scratches E: A Dwarf sit EP:  awful >
 You snap into visibility.
You leap at a Dwarf only to realize he is down already.

< 1016h/1055H 174v/176V Pos: sitting >
< T: Rexx TP: sit TC:few scratches E: A Dwarf sit EP:  awful >
 Daq clumsily tries to sneak behind a Dwarf, but a Dwarf notices him anyway.

< 1016h/1055H 174v/176V Pos: sitting >
< T: Rexx TP: sit TC:few scratches E: A Dwarf sit EP:  awful >
 Jov starts casting an offensive spell.
Jov snaps into visibility.

< 1016h/1055H 174v/176V Pos: sitting >
< T: Rexx TP: sit TC:few scratches E: A Dwarf sit EP:  awful >
 Obeen snaps into visibility.
Obeen completes his spell...
Obeen utters the words 'garbzzsg wuggurz babragruoz'
A bolt of force sent by Obeen hits a Dwarf soundly.
A bolt of force sent by Obeen hits a Dwarf soundly.
A bolt of force sent by Obeen hits a Dwarf soundly.
Obeen grins as their force missile bashes a Dwarf into a pulpy mess.
A Dwarf's service tags of the squad was completely destroyed by the massive blow!
A Dwarf is dead! R.I.P.
You receive your share of experience.