The death of [25 Rogue] Dushe (Dwarf)

in An Intersection of Caves

from the perspective of [25 Rogue] Dushe (Dwarf)

<worn as a badge>    a royal badge of Arcium (illuminating)
<worn on head>       a headband of snake fangs
<worn on eyes>       a finely-woven mesh eyepatch [poor]
<worn in ear>        a boreal bone earring
<worn around neck>   the divine token of revalations [superior]
<worn on body>       some sparkling dragonscale cuirass
<worn about body>    the silvery mantle of giants power
<worn as quiver>     a humming gem quiver from The Motte and Bailey of Duke Delwyn
<worn about waist>   a bamboo belt [86%]             
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       a pair of troll-hide sleeves of constitution
<worn around wrist>  a leather wrist pouch [superior]
<worn around wrist>  a bracelet of dracolich hide (humming)
<worn on hands>      some ashen dragonscale claws from Abandoned Elven Homestead.
<worn on finger>     a ring of the beholder of damage
<worn on finger>     a chipped jade ring of precision
<primary weapon>     a drusus named 'Fade to Black' (illuminating)
<secondary weapon>   the blade of pain [superior]
<worn on legs>       a pair of chainmail leggings [superior] (illuminating)
<worn on feet>       the boots of smashing of agility


   The simple word 'darkness' has a new meaning here.  Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear.  Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here.  Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West

< 277h/277H 83v/106V Pos: standing >
Deep in the Rift Valley Jungle
   The simple word 'darkness' has a new meaning here.  Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear.  Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here.  Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West

< 277h/277H 81v/106V Pos: standing >
Deep in the Rift Valley Jungle
   The simple word 'darkness' has a new meaning here.  Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear.  Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here.  Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
A stony quiren flies through the jungle.

< 277h/277H 80v/106V Pos: standing >
Deep in the Rift Valley Jungle
   It is a bit lighter here, due to a river to the northeast that has thinned
out some of the larger trees to allow more sunlight in.  The added light has
its drawbacks however, the vegetation here is much thicker and more
treacherous.  Some of the plants and vines appear to be reaching out to embrace
whatever comes near them, and in this foul-smelling jungle such an embrace
would probably mean death.
Obvious exits: -North -East -South -West

< 277h/277H 78v/106V Pos: standing >
Along a River in the Rift Valley Jungle
   A wide river to the north moves quite slowly until it hits the deep gorge
just to the east.  As the water squeezes down into the gorge it falls about 30
feet and become a roiling torrent of white water that continues its passage
down the gorge until it disappears into the face of the cliff far to the
south.  The think plants growing here make it difficult to find the edge of the
gorge to the west so travelers must be wary, a fall into that river, though not
certain death, is certainly an unwelcome added adventure.  The far edge of the
gorge to the west appears to be a mere 20-30 feet away, but appearances may be
deceiving.
Obvious exits: -North -East -South -West
A troll stalks through the jungle.

< 277h/277H 77v/106V Pos: standing >
Oops. Forget something?Above a Frothing River
   As one hangs in mid-air here, beautiful jungle flowers and plants can be
seen lining both sides of the deep ravine immediately below.  A swift,
churning river drops deeper and deeper into the ground until it finally drops
into a hole in the mountains to the south.  The river flows so quickly that
even the most powerful fish would have problems swimming in its torrid current,
anyone unfortunate enough to fall into the river is unlikely to ever leave it,
alive.
Obvious exits: -East -South -West -Down
You rediscover the law of gravity...
...the hard way!

< 277h/277H 75v/106V Pos: standing >
With a splash, you plunge into the waters!
In a Frothing River
   As water tumbles in from above it froths and churns, pushing its way through
the narrow gorge which only gets narrow and deeper the further south it goes.
Long roots hang down from above, giving any unfortunate traveler a slight
chance of catching themselves and dragging themselves out of the gorge.  Even
the greatest gamblers would refuse such a risk, surely anyone foolish enough to
be stuck here is doomed to die, as the river appears to dive underground when
it reaches the cliffs to the south and the sides are far to jagged and steep to
climb without help.
Obvious exits: -South -Up

< 277h/277H 75v/106V Pos: standing >
In a Frothing River
   As water tumbles in from above it froths and churns, pushing its way through
the narrow gorge which only gets narrow and deeper the further south it goes.
Long roots hang down from above, giving any unfortunate traveler a slight
chance of catching themselves and dragging themselves out of the gorge.  Even
the greatest gamblers would refuse such a risk, surely anyone foolish enough to
be stuck here is doomed to die, as the river appears to dive underground when
it reaches the cliffs to the south and the sides are far to jagged and steep to
climb without help.
Obvious exits: -North -South -Up

< 277h/277H 75v/106V Pos: standing >
The current sweeps you away!
In a Frothing River
   As water tumbles in from above it froths and churns, pushing its way through
the narrow gorge which only gets narrow and deeper the further south it goes.
Long roots hang down from above, giving any unfortunate traveler a slight
chance of catching themselves and dragging themselves out of the gorge.  Even
the greatest gamblers would refuse such a risk, surely anyone foolish enough to
be stuck here is doomed to die, as the river appears to dive underground when
it reaches the cliffs to the south and the sides are far to jagged and steep to
climb without help.
Obvious exits: -North -South -Up

< 277h/277H 71v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 72v/106V Pos: standing >
In a Frothing River
   As water tumbles in from above it froths and churns, pushing its way through
the narrow gorge which only gets narrow and deeper the further south it goes.
Long roots hang down from above, giving any unfortunate traveler a slight
chance of catching themselves and dragging themselves out of the gorge.  Even
the greatest gamblers would refuse such a risk, surely anyone foolish enough to
be stuck here is doomed to die, as the river appears to dive underground when
it reaches the cliffs to the south and the sides are far to jagged and steep to
climb without help.
Obvious exits: -North -South -Up

< 277h/277H 68v/106V Pos: standing >
The current sweeps you away!
In a Frothing River
   As water tumbles in from above it froths and churns, pushing its way through
the narrow gorge which only gets narrow and deeper the further south it goes.
Long roots hang down from above, giving any unfortunate traveler a slight
chance of catching themselves and dragging themselves out of the gorge.  Even
the greatest gamblers would refuse such a risk, surely anyone foolish enough to
be stuck here is doomed to die, as the river appears to dive underground when
it reaches the cliffs to the south and the sides are far to jagged and steep to
climb without help.
Obvious exits: -North -Up -Down
The current sweeps you away!
A Dark, Watery Cave
   Torrents of water dive deep into the ground here, heading into darkness.
Spiraling as it heads downward, the water fills the entire cave, the only air
here is in the form of bubbles that have been dragged down along with the
water.  Fortunately the hard granite walls have been smoothed by the driving
water, they only leave bruises rather than tearing helpless victims to pieces.
Obvious exits: -Down
The current sweeps you away!
A Dark, Watery Cave
   Torrents of water dive deep into the ground here, heading into darkness.
Spiraling as it heads downward, the water fills the entire cave, the only air
here is in the form of bubbles that have been dragged down along with the
water.  Fortunately the hard granite walls have been smoothed by the driving
water, they only leave bruises rather than tearing helpless victims to pieces.
Obvious exits: -Down
The current sweeps you away!
An Underground Waterfall
   Water spills out of the dark cave above to form a waterfall that arcs out
into a tremendous cavern.  The rushing water hisses out of the cave above to
crash into the slow-moving river below with an angry roar that echoes
throughout the cavern.  Stalactites hang from the nearby ceiling, dripping with
moisture from the waterfall itself, but the darkness here is so profound that
no other details can be made out.
Obvious exits: -Down
The current sweeps you away!
Below an Underground Waterfall
   Water rushes in from above, splashing into this deep river driving it on a
slow course eastward.  The slow flow of the river as it heads eastward is a
sign of just how deep it really it is here.  At least there is air, unlike
farther above.  The cavern must be quite large, though the ceiling can't be
seen sound bounces back and forth in what can only be a tremendous cave.
Obvious exits: -East
An albino salamander moves about cautiously.

< 277h/277H 58v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 58v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 58v/106V Pos: standing >
On an Underground River
   Water swirls against the cavern walls as it flows in from the west and turns
south.  Rock walls have been worn smooth by the constant passage of water
making it safe enough to swim.  Small eddies curl against the stone, the water
is so deep here that the current is almost sluggish but even its slow progress
carries a great deal of momentum, making it hard to resist for long.
Obvious exits: -South -West

< 277h/277H 58v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 59v/106V Pos: standing >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.

< 277h/277H 59v/106V Pos: standing >
On an Underground River
   Wet, rough walls reach upward toward a low ceiling.  The ceiling is lined
with the small stalactites, and the broken bases of some larger ones.  It
appears others have been dragged down this river, creatures large and strong
enough to simply break off the stalactites rather than be bothered to work
around them.  The water is deep, but sluggish enough that one can swim through
the swirling currents that bounce along the stone walls.
Obvious exits: -North -East

< 277h/277H 56v/106V Pos: standing >
On an Underground River
   Wet, rough walls reach upward toward a low ceiling.  The ceiling is lined
with the small stalactites, and the broken bases of some larger ones.  It
appears others have been dragged down this river, creatures large and strong
enough to simply break off the stalactites rather than be bothered to work
around them.  The cavern appears to open up more to the south where there
is some sort of strange purple light.
Obvious exits: -South -West
An albino eel streaks through the water.

< 277h/277H 53v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 54v/106V Pos: standing >
On an Underground Lake
   The ceiling of the cavern rises upward into darkness, jagged stalactites
creating long shadows that make it difficult to see exactly where the uneven
covering actually ends.  Water laps up against the rocks of the cavern, ending
to the east at a rocky shoreline.  Though deep underground, glowing purple
mosses provide more than enough light to see, aided by the glowing creatures
that streak through the water.  A distant underground waterfall roars somewhere
up the river that flows in from the north and the lake continues to the south
and east.
Obvious exits: -North -East -South

< 277h/277H 51v/106V Pos: standing >
On an Underground Lake
   Water laps up against the rough rock of the cavern walls, adding its quiet
slap to the roar of a distant waterfall that echoes throughout the caves here.
Moss growing on the walls, and even floating in the water, gives off a powerful
purple light that makes it much easier to see the pale fish and newts that live
here.  Trapped here away from the sunlight, the creatures that live here have
evolved their own ways to survive, and most survival here is based upon who is

the strongest, or the fastest.
Obvious exits: -East -South -West

< 277h/277H 47v/106V Pos: standing >
On an Underground Lake
   A rocky shore nearby marks the ends of the underground lake, and gives clear
signs of intelligent life.  Stalactites have been broken away from the lower
ceiling at the shore-line and several well-worn resting spots can be seen.
Intelligent creatures of some sort must fish or hunt here, feeding on the pale
fish that populate this strange place.  Phosphorescent moss and algae light the
cavern with an eerie purple light, but the light is faint and helps create
shadows that might be mis-leading.
Obvious exits: -North -East -South -West
An albino piranha searches for prey.
An albino piranha searches for prey.

< 277h/277H 44v/106V Pos: standing >
Beside an Underground Lake
   Eerie purple light cast by the mosses and algae over the lake barely
illuminates this area, leaving the walls to the back hidden mostly in shadows.
Stalactites from the low ceiling here have been broken off and turned into
crude benches along the shore of the lake to the west.  Small hooks, bits of
torn netting, and thin fishing lines have been abandoned here, mostly useless
and broken.  Several fresh, wet footprints near the shoreline indicate that
someone, or something, still fishes here, and that they may be nearby
Obvious exits: -North -East -South -West

< 277h/277H 42v/106V Pos: standing >
A Narrow Cavern
   Darkness has swallowed this narrow cavern, eliminating all but the roughest
of details.  Even bright lights can't penetrate the gloom and allow one to more
fully examine the walls here.  Rough, sharp stone make walking both difficult
and treacherous as the cavern slopes sharply upward.  Sounds can be heard from
both above and to the southeast, but they are muffled and indistinct, stone
walls and the sounds of constantly dripping water overcome all but the loudest
sounds.
Obvious exits: -North -West
An elderly hunter rests here.

< 277h/277H 42v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 43v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 277h/277H 43v/106V Pos: standing >
A Narrow Cavern
   Darkness has swallowed this narrow cavern, eliminating all but the roughest
of details.  Even bright lights can't penetrate the gloom and allow one to more
fully examine the walls here.  Rough, sharp stone makes walking both difficult
and treacherous as the cavern slopes sharply upward.  Sounds can be heard from
both above and to the southeast, but they are muffled and indistinct, stone
walls and the sounds of constantly dripping water overcome all but the loudest
sounds.
Obvious exits: -South -Up

< 277h/277H 43v/106V Pos: standing >
Climbing a Narrow Cavern
   A stalactite-free ceiling is high above, it is clear that someone has gone
through a great deal of trouble to remove all the stalactites, though why this
was done remains a mystery.  The floor of the cavern rises sharply upwards
toward the limits of the ceiling, unfortunately the rough stone of the walls
makes small twists and turns, blocking the upper part of the cavern from view.
Obvious exits: -Up -Down

< 277h/277H 46v/106V Pos: standing >
Climbing a Narrow Cavern
   A stalactite-free ceiling is high above, it is clear that someone has gone
through a great deal of trouble to remove all the stalactites, though why this
was done remains a mystery.  The floor of the cavern rises sharply upwards
toward the limits of the ceiling, unfortunately the rough stone of the walls
makes small twists and turns, blocking the upper and lower parts of the cavern
from view.
Obvious exits: -Up -Down

< 277h/277H 47v/106V Pos: standing >
Climbing a Narrow Cavern
   A stalactite-free ceiling is high above, it is clear that someone has gone
through a great deal of trouble to remove all the stalactites, though why this
was done remains a mystery.  The floor of the cavern rises sharply upwards
toward the limits of the ceiling, unfortunately the rough stone of the walls
makes small twists and turns, blocking the upper and lower parts of the cavern
from view.
Obvious exits: -Up -Down
A jagged stalactite hangs from the ceiling.

< 277h/277H 47v/106V Pos: standing >
The Roof of a Narrow Cavern
   The ceiling is only ten feet or so above here, extending further to the
south.  The floor of the cavern drops at a steep angle as it continues to the
south.  Moisture hangs in the air, clinging to the walls of the cavern and even
the cave that leads off to the north.  Broken remains of the stalactites that
once hung from the ceiling lie cast about, showing that someone has gone
through a great deal of effort to remove all the stalactites in the area.
Obvious exits: -North -Down
(Q)A lizardman engineer contemplates his latest discovery.

< 277h/277H 48v/106V Pos: standing >
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South

< 277h/277H 49v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
An elderly woman weaves bark into blankets.
A teen-age lizardman works on a small carving.
A young lizardman girl looks for something to do.
A young lizardman boy plays with a toy club.

< 277h/277H 50v/106V Pos: standing >
You are using:
<worn as a badge>    a royal badge of Arcium (illuminating)
<worn on head>       a headband of snake fangs
<worn on eyes>       a finely-woven mesh eyepatch [poor]
<worn in ear>        a boreal bone earring
<worn in ear>        a mithril and gold earring
<worn on face>       a moss mask
<worn around neck>   the divine token of revalations [superior]
<worn on body>       some sparkling dragonscale cuirass
<worn about body>    the silvery mantle of giants power
<worn as quiver>     a humming gem quiver from The Motte and Bailey of Duke Delwyn
<worn about waist>   a bamboo belt [86%]             
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       a pair of troll-hide sleeves of constitution
<worn around wrist>  a leather wrist pouch [superior]
<worn around wrist>  a bracelet of dracolich hide (humming)
<worn on hands>      some ashen dragonscale claws from Abandoned Elven Homestead.
<worn on finger>     a ring of the beholder of damage
<worn on finger>     a chipped jade ring of precision
<primary weapon>     a drusus named 'Fade to Black' (illuminating)
<secondary weapon>   the blade of pain [superior]
<worn on legs>       a pair of chainmail leggings [superior] (illuminating)
<worn on feet>       the boots of smashing of agility

< 277h/277H 52v/106V Pos: standing >
You snap into visibility.
An old lizardman woman makes a strange sound as you place a drusus named 'Fade to Black' in her back.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP: few scratches >
 You parry an old lizardman woman's lunge at you.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP: few scratches >
 Your pierce strikes an old lizardman woman.
You score a CRITICAL HIT!!!!!
Your mighty pierce strikes an old lizardman woman very hard.
Your fine pierce strikes an old lizardman woman.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 An old lizardman woman misses you.
An old lizardman woman misses you.
An old lizardman woman's kick parts your hair but does little else.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 Your fine pierce strikes an old lizardman woman.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 You parry an old lizardman woman's lunge at you.
You parry an old lizardman woman's lunge at you.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 You score a CRITICAL HIT!!!!!
Your mighty pierce seriously wounds an old lizardman woman.
Your impressive pierce strikes an old lizardman woman hard.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  nasty wounds >
 You parry an old lizardman woman's lunge at you.
You parry an old lizardman woman's lunge at you.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  nasty wounds >
 Your impressive pierce strikes an old lizardman woman hard.
You miss an old lizardman woman.

< 277h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  nasty wounds >
 You parry an old lizardman woman's lunge at you.
You parry an old lizardman woman's lunge at you.
You suddenly see an old lizardman woman's foot in your chest.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  nasty wounds >
 You feel your skill in dual wield improving.
Your pierce strikes an old lizardman woman.
Your fine pierce strikes an old lizardman woman.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  nasty wounds >
 You parry an old lizardman woman's lunge at you.
You parry an old lizardman woman's lunge at you.
You snap into visibility.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  nasty wounds >
 An old lizardman woman steps back, and your kick misses her.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  nasty wounds >
 You miss an old lizardman woman.
Your fine pierce strikes an old lizardman woman.
Your powerful pierce seriously wounds an old lizardman woman.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP: pretty hurt >
 You parry an old lizardman woman's lunge at you.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP: pretty hurt >
 Your impressive pierce seriously wounds an old lizardman woman.
Your fine pierce strikes an old lizardman woman.
You miss an old lizardman woman.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP: pretty hurt >
 You parry an old lizardman woman's lunge at you.
An old lizardman woman misses you.
An old lizardman woman's kick parts your hair but does little else.

< 273h/277H 59v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP: pretty hurt >
 You score a CRITICAL HIT!!!!!
Your mighty pierce grievously wounds an old lizardman woman.
Your fine pierce enshrouds an old lizardman woman in a mist of blood.
Your impressive pierce critically injures an old lizardman woman.
An old lizardman woman is mortally wounded, and will die soon, if not aided.

< 273h/277H 59v/106V Pos: standing >
<Your stab cuts a vital artery and causes an old lizardman woman to fall before your feet.
An old lizardman woman is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as an old lizardman woman dies in agony.

< 273h/277H 59v/106V Pos: standing >
You get a small pile of coins from the corpse of an old lizardman woman.
There were: 1 platinum coin, 6 gold coins, 9 silver coins, 22 copper coins. 

< 274h/277H 59v/106V Pos: standing >
You stop using a rugged adventurers satchel.

< 270h/272H 60v/106V Pos: standing >
Ok.
You put 1 platinum, 6 gold, 9 silver, and 22 copper coins into a rugged adventurers satchel.

< 270h/272H 60v/106V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 271h/272H 60v/106V Pos: standing >
Into what?

< 276h/277H 60v/106V Pos: standing >
It appears to be the corpse of an old lizardman woman.
Nothing.

< 277h/277H 61v/106V Pos: standing >
A Lizardman Home
Obvious exits: -West
Fresh blood covers everything in the area.
The corpse of an old lizardman woman is lying here.
A teen-age lizardman works on a small carving.
A young lizardman girl looks for something to do.
A young lizardman boy plays with a toy club.

< 277h/277H 61v/106V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.

< 277h/277H 66v/106V Pos: standing >
You snap into visibility.
Your fine pierce wounds a teen-age lizardman.

< 277h/277H 66v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 A teen-age lizardman misses you.
A teen-age lizardman's kick parts your hair but does little else.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 A teen-age lizardman dodges your futile attack.
A teen-age lizardman dodges your futile attack.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 You parry a teen-age lizardman's lunge at you.
You dodge a teen-age lizardman's vicious attack.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 You attempt to flee...
PANIC!  You couldn't escape!

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 Your fine pierce strikes a teen-age lizardman.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 You parry a teen-age lizardman's lunge at you.
You parry a teen-age lizardman's lunge at you.

< 277h/277H 67v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP: few scratches >
 You attempt to flee...
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South
You flee westward!

< 277h/277H 51v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
Fresh blood covers everything in the area.
The corpse of an old lizardman woman is lying here.
A teen-age lizardman works on a small carving.
A young lizardman girl looks for something to do.
A young lizardman boy plays with a toy club.

< 277h/277H 50v/106V Pos: standing >
You snap into visibility.
A teen-age lizardman makes a strange sound as you place a drusus named 'Fade to Black' in his back.

< 277h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP:  small wounds >
 You feel your skill in dual wield improving.
You score a CRITICAL HIT!!!!!
Your mighty pierce seriously wounds a teen-age lizardman.
You miss a teen-age lizardman.

< 277h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: teen sta EP:  few wounds >
 You parry a teen-age lizardman's lunge at you.
You parry a teen-age lizardman's lunge at you.
You suddenly see a teen-age lizardman's foot in your chest.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  few wounds >
 Your impressive pierce strikes a teen-age lizardman.
Your powerful pierce strikes a teen-age lizardman hard.
Your pierce strikes a teen-age lizardman.
You score a CRITICAL HIT!!!!!
A wisp of black shadow shoots forth, striking a teen-age lizardman in the eyes!
A teen-age lizardman won't be seeing much in the near future...
a teen-age lizardman seems to be blinded!

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  few wounds >
 You parry a teen-age lizardman's lunge at you.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  few wounds >
 Your pierce strikes a teen-age lizardman very hard.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  nasty wounds >
 You parry a teen-age lizardman's lunge at you.
You dodge a teen-age lizardman's vicious attack.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  nasty wounds >
 You attempt to flee...
PANIC!  You couldn't escape!

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  nasty wounds >
 Sorry, you aren't allowed to do that in combat.

< 271h/277H 50v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen sta EP:  nasty wounds >
 You attempt to flee...
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South
You flee westward!

< 271h/277H 44v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
Puddles of fresh blood cover the ground.
The corpse of an old lizardman woman is lying here.
A teen-age lizardman works on a small carving.
A young lizardman girl looks for something to do.
A young lizardman boy plays with a toy club.

< 271h/277H 43v/106V Pos: standing >
You dodge a bash from a teen-age lizardman, who loses his balance and falls.
Sorry, you aren't allowed to do that in combat.

< 271h/277H 43v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen ass EP:  nasty wounds >
 You score a CRITICAL HIT!!!!!
Your awesome pierce causes a teen-age lizardman to grimace in pain.
Your powerful pierce enshrouds a teen-age lizardman in a mist of blood.

< 271h/277H 43v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen ass EP:  awful >
 You parry a teen-age lizardman's lunge at you.

< 271h/277H 43v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: teen ass EP:  awful >
 Your fine pierce seriously wounds a teen-age lizardman.
Your impressive pierce enshrouds a teen-age lizardman in a mist of blood.
Your pierce hits a teen-age lizardman.
A teen-age lizardman is mortally wounded, and will die soon, if not aided.

< 271h/277H 43v/106V Pos: standing >
<Your stab cuts a vital artery and causes a teen-age lizardman to fall before your feet.
A teen-age lizardman is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a teen-age lizardman's last actions in this world.

< 271h/277H 43v/106V Pos: standing >
You get a small pile of coins from the corpse of a teen-age lizardman.
There were: 1 platinum coin, 5 gold coins, 10 silver coins, 21 copper coins. 

< 271h/277H 43v/106V Pos: standing >
You stop using a rugged adventurers satchel.

< 266h/272H 43v/106V Pos: standing >
Ok.
You put 1 platinum, 5 gold, 10 silver, and 21 copper coins into a rugged adventurers satchel.

< 266h/272H 43v/106V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 267h/272H 43v/106V Pos: standing >
Into what?

< 272h/277H 43v/106V Pos: standing >
It appears to be the corpse of a teen-age lizardman.
Nothing.

< 273h/277H 44v/106V Pos: standing >
You snap into visibility.
A lizardman child makes a strange sound as you place a drusus named 'Fade to Black' in her back.

< 277h/277H 49v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  small wounds >
 You parry a lizardman child's lunge at you.
A lizardman child's kick parts your hair but does little else.

< 277h/277H 49v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  small wounds >
 A lizardman child dodges your futile attack.
Your pierce seriously wounds a lizardman child.
Your impressive pierce seriously wounds a lizardman child.
You score a CRITICAL HIT!!!!!
A wisp of black shadow shoots forth, striking a lizardman child in the eyes!
A lizardman child won't be seeing much in the near future...
a lizardman child seems to be blinded!

< 277h/277H 49v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 A lizardman child misses you.

< 277h/277H 49v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  few wounds >
 You attempt to flee...
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South
You flee westward!

< 277h/277H 39v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
A few drops of fresh blood are scattered around the area.
The corpse of a teen-age lizardman is lying here.
The corpse of an old lizardman woman is lying here.
A young lizardman girl looks for something to do.
A young lizardman boy plays with a toy club.

< 277h/277H 38v/106V Pos: standing >
A lizardman child makes a strange sound as you place a drusus named 'Fade to Black' in her back.

< 277h/277H 38v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP:  nasty wounds >
 Your fine pierce strikes a lizardman child very hard.
Your pierce enshrouds a lizardman child in a mist of blood.

< 277h/277H 38v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP: pretty hurt >
 You parry a lizardman child's lunge at you.

< 277h/277H 38v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP: pretty hurt >
 Your impressive pierce causes a lizardman child to grimace in pain.
Your pierce grievously wounds a lizardman child.
A lizardman child is incapacitated and will slowly die, if not aided.

< 277h/277H 38v/106V Pos: standing >
<You successfully stab a lizardman child in the heart, killing her instantly.
A lizardman child is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a lizardman child.

< 277h/277H 38v/106V Pos: standing >
You get a few coins from the corpse of a lizardman child.
There were: 3 gold coins, 9 silver coins, 9 copper coins. 

< 277h/277H 38v/106V Pos: standing >
You stop using a rugged adventurers satchel.

< 272h/272H 38v/106V Pos: standing >
Ok.
You put 0 platinum, 3 gold, 9 silver, and 9 copper coins into a rugged adventurers satchel.

< 272h/272H 38v/106V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 272h/272H 38v/106V Pos: standing >
Into what?

< 277h/277H 39v/106V Pos: standing >
It appears to be the corpse of a lizardman child.
a wooden figurine

< 277h/277H 39v/106V Pos: standing >
You snap into visibility.
Your impressive pierce strikes a young child.

< 277h/277H 40v/106V Pos: standing >
< T: Dushe TP: sta TC:excellent E: lizardman sta EP: few scratches >
 You dodge a young child's vicious attack.
You suddenly see a young child's foot in your chest.

< 272h/277H 40v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP: few scratches >
 A young child dodges your futile attack.
You score a CRITICAL HIT!!!!!
Your mighty pierce enshrouds a young child in a mist of blood.

< 272h/277H 40v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  few wounds >
 A young child misses you.

< 272h/277H 40v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman sta EP:  few wounds >
 You attempt to flee...
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South
You flee westward!

< 272h/277H 29v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
A few drops of fresh blood are scattered around the area.
The corpse of a lizardman child is lying here.
The corpse of a teen-age lizardman is lying here.
The corpse of an old lizardman woman is lying here.
A young lizardman boy plays with a toy club.

< 272h/277H 28v/106V Pos: standing >
You dodge a bash from a young child, who loses his balance and falls.
Sorry, you aren't allowed to do that in combat.

< 272h/277H 28v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman ass EP:  few wounds >
 You attempt to flee...
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South
You flee westward!

< 272h/277H 21v/106V Pos: standing >
A Lizardman Home
   The furniture here, though crude, is a clear sign that intelligent creatures
live here.  The lizardmen that live in these caves and caverns are clearly far
more intelligent than most such creatures one can encounter, yet they remain
hidden here in the caves, venturing out into the jungle only at night.  This
room is clearly a family dwelling of some type, enough bedding lies along the
southern wall to indicate that quite a large group of lizardmen must live here.
Obvious exits: -West
A few drops of fresh blood are scattered around the area.
The corpse of a lizardman child is lying here.
The corpse of a teen-age lizardman is lying here.
The corpse of an old lizardman woman is lying here.
A young child is lying here.

< 272h/277H 20v/106V Pos: standing >
Your impressive pierce strikes a young child hard.

< 272h/277H 20v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman ass EP:  few wounds >
 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.

< 272h/277H 20v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman ass EP:  few wounds >
 You miss a young child.
Your powerful pierce seriously wounds a young child.
You score a CRITICAL HIT!!!!!
Your awesome pierce critically injures a young child.

< 272h/277H 20v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman ass EP:  awful >
 A young child misses you.

< 272h/277H 20v/106V Pos: standing >
< T: Dushe TP: sta TC:few scratches E: lizardman ass EP:  awful >
 You successfully stab a young child in the heart, killing him instantly.
A young child is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a young child dies in agony.

< 272h/277H 20v/106V Pos: standing >
You get a few coins from the corpse of a young child.
There were: 3 gold coins, 6 silver coins, 9 copper coins. 

< 272h/277H 20v/106V Pos: standing >
You stop using a rugged adventurers satchel.

< 267h/272H 20v/106V Pos: standing >
Ok.
You put 0 platinum, 3 gold, 6 silver, and 9 copper coins into a rugged adventurers satchel.

< 267h/272H 20v/106V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.

< 268h/272H 20v/106V Pos: standing >
Into what?

< 273h/277H 20v/106V Pos: standing >
It appears to be the corpse of a young child.
Nothing.

< 274h/277H 21v/106V Pos: standing >
A Lizardman Home
Obvious exits: -West
Puddles of fresh blood cover the ground.
The corpse of a young child is lying here.
The corpse of a lizardman child is lying here.
The corpse of a teen-age lizardman is lying here.
The corpse of an old lizardman woman is lying here.

< 275h/277H 21v/106V Pos: standing >
A Twisting Cave
   Heading generally north and south, the jagged walls make it almost
impossible to see what is in either direction.  It is warm here, not as warm as
the jungle perhaps, but easily as humid.  Close inspection of the cave floor
shows that a number of feet pass by here regularly.  Another small cave can be
seen to the east, an opening into a cavern of some sort is to the south and the
cave continues to the north.
Obvious exits: -North -East -South

< 277h/277H 23v/106V Pos: standing >
An Intersection of Caves
   Several different caves meet here.  A large cavern can be seen through a
narrow opening to the east and a smaller cave continues to the south.  Yet
another different cave climbs almost straight upward from here with a slight
angle to the west.  The well-worn cave floor and broken stalactites are clear
signs that the lizardmen also make these caves their home.
Obvious exits: -East -South -Up
A young lizardman patrols the caves.

< 277h/277H 23v/106V Pos: standing >
A Painted Cavern
   Paintings adorn every face of the cavern, even the roughest parts of the
walls have been painted with extracts from various jungle flowers.  Most of the
artwork is abstract, made up of interlocked circles, squares, and triangles of
various colors.  Some parts of the walls show startlingly realistic portrayals
of lizardmen and elves at war, or lizardmen fighting some of the creatures of
the jungle.  It is clear that the artist has great skill and knowledge of just
which blends of colors to use.  Additional caverns extend to the north and east
and a small cave opening is to the west.
Obvious exits: -North -East -West
(Q)A young lizardman is painting the walls.

< 277h/277H 24v/106V Pos: standing >
An Intersection of Caves
   Several different caves meet here.  A large cavern can be seen through a
narrow opening to the east and a smaller cave continues to the south.  Yet
another different cave climbs almost straight upward from here with a slight
angle to the west.  The well-worn cave floor and broken stalactites are clear
signs that the lizardmen also make these caves their home.
Obvious exits: -East -South -Up
A young lizardman patrols the caves.

< 277h/277H 25v/106V Pos: standing >
Do you feel lucky, punk?

< 277h/277H 29v/106V Pos: standing >
You snap into visibility.
Out of nowhere, a half-elf merchant stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
With a swift tug a half-elf merchant wrenches the weapon free, ramming it into you again.
Out of nowhere, a half-elf merchant stabs you in the back.
OUCH!  That really did HURT!
Out of nowhere, a half-elf merchant stabs you in the back, RIP...
Your moss mask was completely destroyed by the massive blow!
Your mithril and gold earring was completely destroyed by the massive blow!