The death of [ 1 Warrior] Klikli (Thri-Kreen)

in Cavern of the Thri-kreen Warrior

from the perspective of [ 2 Warrior] Meks (Minotaur)

<primary weapon>     a two-handed sword
<secondary weapon>   a steel short sword

You miss a Thri-Kreen.
You miss a Thri-Kreen.

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  small wounds >
 Damage Display is now ON

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  small wounds >
 A Thri-Kreen deftly blocks your kick with his forearm.

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  small wounds >
 You miss a Thri-Kreen.
[Damage:  8 ] Your fine slash enshrouds a Thri-Kreen in a mist of blood.

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 You miss a Thri-Kreen.
You miss a Thri-Kreen.
You miss a Thri-Kreen.

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 A Large Ravine
Obvious exits: -North -East -South -West -Up -Down
[3] Someone has left a crystalline chatkcha here. (glowing)
[5] A small bandage rests upon the ground here.
A large cabin looks abandoned.
A Thri-Kreen (medium) crouches here, fighting YOU!

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 Skill
1h bludgeon                   12
1h flaying                    14
1h piercing                    7
1h slashing                   13
2h bludgeon                   20
2h flaying                    16
2h slashing                    6
bandage                        6
bash                          18
berserk                        7
blindfighting                 20
carve                         13
climb                          8
disarm                         5
double attack                 11
dual wield                    14
fishing                        6
guard                     (obtained at level 41)
hitall                        18
kick                          19
mount                         18
parry                         19
reach weapons             (obtained at level 25)
rescue                         7
retreat                        8
riposte                       17
salvage                        8
shield block                  18
swim                           9
switch opponents              14
triple attack             (obtained at level 56)
unarmed damage                 9

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 [Damage: 12 ] Your kick crashes into a Thri-Kreen's chest.
A Thri-Kreen's pair of studded leather leggings was damaged from the massive blow!

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  bleeding, close to death >
 You miss a Thri-Kreen.
You miss a Thri-Kreen.
You miss a Thri-Kreen.

< 29h/36H 96v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  bleeding, close to death >
 [Damage:  5 ] Your fine slash causes a Thri-Kreen to grimace in pain.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
[Damage:  3 ] Your crude slash critically injures a Thri-Kreen.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
[Damage:  3 ] Your final slash sends a Thri-Kreen's head bouncing along the ground.
A Thri-Kreen 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 Thri-Kreen's last actions in this world.

< 29h/36H 96v/170V Pos: standing >
the corpse of Klikli does not contain the coins.

< 30h/36H 101v/170V Pos: standing >
the corpse of Klikli does not contain the essence.

< 30h/36H 102v/170V Pos: standing >
Into what?

< 30h/36H 102v/170V Pos: standing >
It appears to be the corpse of Klikli.
[2] a double-bladed gythka
[3] a thick spiked leather bracer
a thick leather belt
a thin batwing cloak
[2] a pair of studded leather sleeves
[2] some thick leather gloves
a pair of studded leather leggings
a bronze skull cap

< 30h/36H 102v/170V Pos: standing >
You are close to the half-way point in the journey towards your next level.

< 30h/36H 102v/170V Pos: standing >

< 30h/36H 103v/170V Pos: standing >
The Edge of a River
   The river flower smoothly. It is clear that most of the animals in here use
this river as daily refreshment. The trees sprout up all along the river and
their branches hang out over it, with vines dangling loosely over dripping
moisture to the river below. It would be a difficult task to traverse the river
if the need ever did arise, for it must be at least twenty feet deep. Fish
of all sorts must be in the river, which serves as another source of food for
the hawks and other omnivores of the wildlife.
Obvious exits: -East -West

< 30h/36H 103v/170V Pos: standing >
On a Flowing River
   The river is flowing steadily to the northeast. A few fish leap out of the
water and reenter the river in with a loud splash. The water is fresh, which is
convenient for those who would wish to bathe. The huge tropical trees on the
edge of the river sprout up about thirty or forty feet into the air, they must
be a couple of hundred years old. The vines that dangle down from them hide
any possible traversable escape from from the river's current, which runs east.
Obvious exits: -North -East
A large bass splashes in the water.

< 30h/36H 100v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/36H 101v/170V Pos: standing >
The Edge of a River
   The river flower smoothly. It is clear that most of the animals in here use
this river as daily refreshment. The trees sprout up all along the river and
their branches hang out over it, with vines dangling loosely over dripping
moisture to the river below. It would be a difficult task to traverse the river
if the need ever did arise, for it must be at least twenty feet deep. Fish
of all sorts must be in the river, which serves as another source of food for
the hawks and other omnivores of the wildlife.
Obvious exits: -North -South

< 31h/36H 99v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/36H 99v/170V Pos: standing >
A Cleared Pathway
   The trees have been cut to their base to give way to space. It is obvious
that the trees must have inhibited some sort of work that was in progress, so
they were cut to provide adequate room. A large worn pathway through the
thick vegetation runs northward and southwards. Weeds and vines stick out and
hang around to further inhibit the path of travel, as slight as it maybe.
Whatever kind of work or exhibition that is going must not have been pressed to
further clear the selected path route, for a great many vegetation still makes
the pathway difficult to travel.
Obvious exits: -North -South
A thri-kreen sentry ensures none of the slaves escapes.

< 31h/36H 98v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 31h/36H 96v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East
A halfling slave plants some seeds.

< 31h/36H 94v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 31h/36H 95v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 31h/36H 94v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West
A thri-kreen taskmaster cracks his whip.
A half-elf slave plows the field.

< 31h/36H 92v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 31h/36H 90v/170V Pos: standing >
A Grazing Field
   This field has been cleared of all tress, stumps, and large rocks. The few
rocks that are in the this tropical forest have been broken into smaller rocks
and now line this section of the forest. Here the thri-kreen's keep cow and
sheep that they have confiscated from nearby human settlements. This supply
of meet keeps the thri-kreen from having to actually hunt for their food which
keep them well nutritioned and seasoned for upcoming campaigns against foes.
Obvious exits: -South
A cow bites down hard upon a twig.
A hearty mule nibbles upon some grass.

< 31h/36H 89v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 32h/36H 90v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 32h/36H 88v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West
A thri-kreen taskmaster cracks his whip.
A half-elf slave plows the field.

< 32h/36H 87v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 32h/36H 85v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -South -West

< 32h/36H 83v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 32h/36H 82v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -East -South

< 32h/36H 80v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 32h/36H 79v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West
A thri-kreen taskmaster cracks his whip.
A half-elf slave plows the field.

< 32h/36H 78v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -South -West
A centaur slave plows the field.

< 32h/36H 76v/170V Pos: standing >
The day has begun.
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -West
A barbarian slave works the fields.

< 33h/36H 75v/170V Pos: standing >
A Field of Corn
   Here one of the brighter thri-kreens used his brain. He decided to capture
slaves and force them to work doing what humanoids do best, farm. And farm they
do, in order to survive. Let's face it, if humanoids were good for anything it
would have to be farming. If they were any good at war they wouldn't be caught
in the predicament they now face, farm or die. Many columns and rows of corn
have been planted and now are in full growth. They rise well above five feet.
Obvious exits: -North -East -South -West

< 33h/36H 73v/170V Pos: standing >
A Cleared Pathway
   The trees have been cut to their base to give way to space. It is obvious
that the trees must have inhibited some sort of work that was in progress, so
they were cut to provide adequate room. A large worn pathway through the
thick vegetation runs northward and southwards. Weeds and vines stick out and
hang around to further inhibit the path of travel, as slight as it maybe.
Whatever kind of work or exhibition that is going must not have been pressed to
further clear the selected path route, for a great many vegetation still makes
the pathway difficult to travel.
Obvious exits: -North -South
A thri-kreen sentry ensures none of the slaves escapes.

< 33h/36H 72v/170V Pos: standing >
The Edge of a River
   The river flower smoothly. It is clear that most of the animals in here use
this river as daily refreshment. The trees sprout up all along the river and
their branches hang out over it, with vines dangling loosely over dripping
moisture to the river below. It would be a difficult task to traverse the river
if the need ever did arise, for it must be at least twenty feet deep. Fish
of all sorts must be in the river, which serves as another source of food for
the hawks and other omnivores of the wildlife.
Obvious exits: -North -South

< 33h/36H 70v/170V Pos: standing >
On a Flowing River
   The river is flowing steadily to the northeast. A few fish leap out of the
water and reenter the river in with a loud splash. The water is fresh, which is
convenient for those who would wish to bathe. The huge tropical trees on the
edge of the river sprout up about thirty or forty feet into the air, they must
be a couple of hundred years old. The vines that dangle down from them hide
any possible traversable escape from from the river's current, which runs east.
Obvious exits: -North -East
A large bass splashes in the water.

< 33h/36H 69v/170V Pos: standing >
There is no cabin here.

< 33h/36H 69v/170V Pos: standing >
The Edge of a River
   The river flower smoothly. It is clear that most of the animals in here use
this river as daily refreshment. The trees sprout up all along the river and
their branches hang out over it, with vines dangling loosely over dripping
moisture to the river below. It would be a difficult task to traverse the river
if the need ever did arise, for it must be at least twenty feet deep. Fish
of all sorts must be in the river, which serves as another source of food for
the hawks and other omnivores of the wildlife.
Obvious exits: -East -West

< 33h/36H 67v/170V Pos: standing >
A Large Ravine
   This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East -South -West -Up -Down
Fresh blood splatters cover the area.
The corpse of a Thri-Kreen is lying here.
[3] Someone has left a crystalline chatkcha here. (glowing)
[5] A small bandage rests upon the ground here.
A large cabin looks abandoned.

< 33h/36H 65v/170V Pos: standing >
Cabin of the Human Missionary
   Human missionaries believe that all beings have an innate responsibility to
themselves to love they neighbors and themselves. This mission was obviously
established to convert the thri-kreen into fun loving bugs, fun loving bugs
that would no longer prey upon weaker races for food, weaker races such as
the human's themselves, or perhaps any other of their surface dwelling kin.
If anyone would ever wonder what effect this mission had upon the thri-kreen,
all they have to do is take one brief look at the remains of the missionaries.
All of them are either gutted, strewn upon spikes, or butchered into little
pieces. All of them however, have been eaten by the thri-kreen to a greater
or lesser extent.
Obvious exits: -East -West

< 33h/36H 66v/170V Pos: standing >
A Reception Room
   It looks as though the humans were kind enough to build a reception foyer
to welcome the thri-kreen converts. From the looks of things the only thing
this reception room was used for was for the mass butchering that took place
once it was built. Thri-kreens don't take kindly to intruders into their land,
and they especially don't have the patience to practice any religion. Heads
with flesh long rotten away are visible under overturned chairs and tables.
Tapestries torn down expose the naked wall beneath. Every which way limbs from
the naive humans are visible. The thri-kreen attack must have been so quick,
sudden, and so unexpected that some of the humans were still in their morning
robes not yet dressed.
Obvious exits: -North -East -West
A rotting corpse stinks up the place.
A flesh eatting ant nibbles on rotten flesh.

< 34h/36H 66v/170V Pos: standing >
The Missionary Lounge
The priests came here to let out some of the stress of working with
such beasts as the thri-kreen. The task of converting any of them would be
a difficult task at best, as they well knew. They were allowed to do things
here that they may not do under any other circumstance. A small bar counter
runs across the south wall, with racks of aged wine lined up behind it. A
couple of gaming tables are set up in the room also, including a tableau
counter and a hoop raised over head, apparently for some athletic game. There
are several small couches about the large room, and it is not uncommon to find
several of the younger priests napping here in the afternoon.
Obvious exits: -West

< 34h/36H 66v/170V Pos: standing >
You quickly scan the area.
A flesh eatting ant who is close by to your west.
A large bass who is in the distance to your west.

< 34h/36H 66v/170V Pos: standing >
A flesh eatting ant enters from the west.
A Reception Room
   It looks as though the humans were kind enough to build a reception foyer
to welcome the thri-kreen converts. From the looks of things the only thing
this reception room was used for was for the mass butchering that took place
once it was built. Thri-kreens don't take kindly to intruders into their land,
and they especially don't have the patience to practice any religion. Heads
with flesh long rotten away are visible under overturned chairs and tables.
Tapestries torn down expose the naked wall beneath. Every which way limbs from
the naive humans are visible. The thri-kreen attack must have been so quick,
sudden, and so unexpected that some of the humans were still in their morning
robes not yet dressed.
Obvious exits: -North -East -West
A rotting corpse stinks up the place.

< 34h/36H 66v/170V Pos: standing >
A flesh eatting ant enters from the east.
Alas, you cannot go that way. . . .

< 34h/36H 66v/170V Pos: standing >
A flesh eatting ant suddenly attacks YOU!
A flesh eatting ant's bite wounds you.
Sorry, you aren't allowed to do that in combat.

< 33h/36H 66v/170V Pos: standing >
< T: Meks TP: sta TC:few scratches E: flesh sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 33h/36H 66v/170V Pos: standing >
< T: Meks TP: sta TC:few scratches E: flesh sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 33h/36H 66v/170V Pos: standing >
< T: Meks TP: sta TC:few scratches E: flesh sta EP: excellent >
 You attempt to flee...
Sleeping Chambers
   These sleeping chambers at one time must have been used by a number of
missionaries to sleep in, however, it is barely recognizable for what it once
was however. The only thing discernable within this chamber is the stench of
death, of rotten flesh. Overturned beds and shelves have been set aflame in
some sections of the room, with hacked up human bodies everywhere. It looks as
though the thri-kreen might have attacked during the night, when the humans
were most vulnerable. Idiocity is a human trait, one that both serves as their
protector and demiser. It shields them from the harsh realities of the world,
realities that would be difficult to cope with. However, it also creates in
their minds just how the world should be, which ultimately conflicts with how
things actually are and leads to ignorance, and eventually mortal danger.
Obvious exits: -South
A flesh eatting ant nibbles on rotten flesh.
A flesh eatting ant nibbles on rotten flesh.
A terrified missionary screams as he charges!
You flee northward!

< 33h/36H 38v/170V Pos: standing >
A flesh eatting ant suddenly attacks YOU!
A flesh eatting ant's weak bite wounds you.

< 32h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: flesh sta EP: excellent >
 A flesh eatting ant suddenly attacks YOU!
A flesh eatting ant's decent bite strikes you.

< 30h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: flesh sta EP: excellent >
 A terrified missionary suddenly attacks YOU!
A terrified missionary's decent punch strikes you very hard.
OUCH!  That really did HURT!

< 24h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: few wounds E: flesh sta EP: excellent >
 You attempt to flee...
A Reception Room
   It looks as though the humans were kind enough to build a reception foyer
to welcome the thri-kreen converts. From the looks of things the only thing
this reception room was used for was for the mass butchering that took place
once it was built. Thri-kreens don't take kindly to intruders into their land,
and they especially don't have the patience to practice any religion. Heads
with flesh long rotten away are visible under overturned chairs and tables.
Tapestries torn down expose the naked wall beneath. Every which way limbs from
the naive humans are visible. The thri-kreen attack must have been so quick,
sudden, and so unexpected that some of the humans were still in their morning
robes not yet dressed.
Obvious exits: -North -East -West
A rotting corpse stinks up the place.
You flee southward!

< 24h/36H 10v/170V Pos: standing >
Cabin of the Human Missionary
   Human missionaries believe that all beings have an innate responsibility to
themselves to love they neighbors and themselves. This mission was obviously
established to convert the thri-kreen into fun loving bugs, fun loving bugs
that would no longer prey upon weaker races for food, weaker races such as
the human's themselves, or perhaps any other of their surface dwelling kin.
If anyone would ever wonder what effect this mission had upon the thri-kreen,
all they have to do is take one brief look at the remains of the missionaries.
All of them are either gutted, strewn upon spikes, or butchered into little
pieces. All of them however, have been eaten by the thri-kreen to a greater
or lesser extent.
Obvious exits: -East -West

< 24h/36H 9v/170V Pos: standing >
A Large Ravine
   This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East -South -West -Up -Down
Fresh blood splatters cover the area.
The corpse of a Thri-Kreen is lying here.
[3] Someone has left a crystalline chatkcha here. (glowing)
[5] A small bandage rests upon the ground here.
A large cabin looks abandoned.

< 24h/36H 8v/170V Pos: standing >
Deep Within a Ravine
   The tropical tree's sprout up a good forty feet into the air. The animals
sirt restlessly within the thick of the forest's ground. Some of the more
versatile animals fly through the air and land roughly onto other trees. Many
insects buzz through the air and rummage through the ground. Tropical forests
are notorious for their ability to weed out the hardened traveler from those
who just want to play with nature for a few days. It is here that men are
separated from the boys. The ability to withstand a night within this forest
is highly overestimated, for once you've journeyed far and wide into a tropical
forest such as this, you'd be forced to stay the night. It is here that the
ants get you. You might wake up in the morning and find yourself one big
swollen whelp, or you might find that some bat took a scat on your person. Now
snakes are a real threat too, you could also wake up to find some boa wrapped
around you so tightly that you'd be unable to breath. You might wake up and
discover some anaconda has swallowed your friend during the middle of the
the night. Worst case scenario, you might not wake up at all.
Obvious exits: -Up -Down

< 25h/36H 12v/170V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -Up -Down

< 25h/36H 12v/170V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East -West -Up -Down

< 25h/36H 11v/170V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -North -South -West -Up -Down

< 25h/36H 10v/170V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -Up -Down

< 25h/36H 9v/170V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East -West -Up

< 25h/36H 9v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 9v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 9v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 10v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 10v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 10v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/36H 10v/170V Pos: standing >
Autosaving...

< 27h/36H 18v/170V Pos: standing >
A Thri-Kreen enters from the west.

< 29h/36H 34v/170V Pos: standing >
You miss a Thri-Kreen.

< 30h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen sta EP:  nasty wounds >
 You dodge a Thri-Kreen's vicious attack.
A Thri-Kreen dodges your futile attack.

< 30h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen's crude punch wounds you.
A Thri-Kreen dodges your futile attack.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen settles to his knees.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 [Damage:  1 ] Your weak slash strikes a Thri-Kreen.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 A Thri-Kreen dodges, and you miss your kick at his legs.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  nasty wounds >
 You miss a Thri-Kreen.
[Damage:  4 ] Your decent slash seriously wounds a Thri-Kreen.
As you strike a Thri-Kreen, the power of your ancestors fill you with RAGE!

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP: pretty hurt >
 You miss a Thri-Kreen.
[Damage:  3 ] Your slash seriously wounds a Thri-Kreen.
You miss a Thri-Kreen.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  awful >
 A Thri-Kreen deftly blocks your kick with his forearm.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  awful >
 [Damage:  4 ] Your decent slash enshrouds a Thri-Kreen in a mist of blood.
A Thri-Kreen is stunned!
You miss a Thri-Kreen.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  bleeding, close to death >
 You miss a Thri-Kreen.
You miss a Thri-Kreen.
You miss a Thri-Kreen.

< 29h/36H 37v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: A Thri-Kreen kne EP:  bleeding, close to death >
 [Damage:  7 ] Your fine slash hits a Thri-Kreen.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
[Damage:  8 ] Your final slash sends a Thri-Kreen's head bouncing along the ground.
A Thri-Kreen 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 Thri-Kreen's last actions in this world.

< 29h/36H 37v/170V Pos: standing >
the corpse of Klikli does not contain the coins.

< 29h/36H 37v/170V Pos: standing >
the corpse of Klikli does not contain the essence.

< 29h/36H 37v/170V Pos: standing >
Into what?

< 29h/36H 38v/170V Pos: standing >
It appears to be the corpse of Klikli.
Nothing.

< 29h/36H 38v/170V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East -West

< 29h/36H 39v/170V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East -West

< 29h/36H 38v/170V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East -South -West
A slimy mold oozes across the cavern floor.

< 29h/36H 39v/170V Pos: standing >
A Treacherous Turning Point
   This huge junction of tunnels makes an enormous advantage to whomever would
control its access points. The cavern gives access towards the rest of the
underground. Fungus on the cavern floor makes footing hazardous. Years of
weathering have taken its toll, huge cracks are evident among the huge cavern
floor. Water drips from the stalagmites above. These stalagmites look unstable
and are enormous enough to instantly crush any living thing that it pleases.
Holes and large cracks in the cavern walls make this place an ideal spot for
an ambush.
Obvious exits: -North -East -South -West

< 30h/36H 38v/170V Pos: standing >
Someone suddenly attacks YOU!
A duergar assassin's fine pierce strikes you.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: excellent >
 You miss a duergar assassin.
[Damage:  1 ] Your weak slash grazes a duergar assassin.
A duergar assassin dodges your futile attack.
Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 A duergar assassin misses you.
A duergar assassin misses you.
A duergar assassin attempts to flee.
A duergar assassin tries to flee, but can't make it out of here!

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 Why don't you just lie down and pretend you're dead instead?

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 A duergar assassin dodges your futile attack.
You miss a duergar assassin.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 27h/36H 38v/170V Pos: standing >
< T: Meks TP: sta TC: small wounds E: duergar sta EP: few scratches >
 A duergar assassin's impressive pierce seriously wounds you.
OUCH!  That really did HURT!
You parry a duergar assassin's lunge at you.
A duergar assassin attempts to flee.
A duergar assassin leaves west.

< 19h/36H 38v/170V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East -South -West
A slimy mold oozes across the cavern floor.
A slimy mold oozes across the cavern floor.

< 19h/36H 37v/170V Pos: standing >
A slimy mold oozes south.

< 19h/36H 37v/170V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -West
A slimy mold oozes across the cavern floor.

< 19h/36H 36v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/36H 36v/170V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East -South
A slimy mold oozes across the cavern floor.
A slimy mold oozes across the cavern floor.

< 19h/36H 36v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/36H 36v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/36H 37v/170V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -North -South -West

< 19h/36H 36v/170V Pos: standing >
A Junk Smith Dealer
   Somewhere in his career this dealer decided to turn his expertise into a
profit, thus he became a junk dealer. He must have served under the Queen in
many campaigns to come across the among of arms as he has on display here.
Many wars he has had to serve under her to receive the prestige and acceptance
of the Queen to open this shop. Since this dealer is the only one in within
the wild Underdark, he must turn a profit that every dealer only dreams of.
Obvious exits: -North
A junk smith dealer sells weapons and armor.

< 19h/36H 35v/170V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -North -South -West

< 19h/36H 36v/170V Pos: standing >
Cavern of the Thri-kreen Warrior
   Most of the smoke from the other tunnels never reaches this cavern, for they
have discovered a thin vent which sucks it away. However, thin tendrils of
smoke occasionally waft in, twirling around the room as it battles against
conflicting drafts of wind. The cavern is about fifteen feet across, though
most of its size is taken up by circular pool of fetid water within it's very
center. The water does not appear to be deep, maybe three feet at the most,
though the strange runes surround the pool's edge gives it a mysterious
appearance. A thick pile of moss and mud has been gathered in one corner of the
room, used as a resting place by the thri-kreen master warrior which dwells
here. Weapons carved from wood and bone decorate the walls, their significance
lost to all but the most skilled in the arts of war.
Obvious exits: -East
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[4] Someone has left a crystalline chatkcha here. (glowing)
[2] A double-bladed weapon lies here.
[5] A small bandage rests upon the ground here.
Slipper relaxes and prepares to train warriors.

< 19h/36H 35v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/36H 35v/170V Pos: standing >
Skill
1h bludgeon                   12
1h flaying                    14
1h piercing                    7
1h slashing                   13
2h bludgeon                   20
2h flaying                    16
2h slashing                    6
bandage                        6
bash                          18
berserk                        7
blindfighting                 20
carve                         13
climb                          8
disarm                         5
double attack                 11
dual wield                    14
fishing                        6
guard                     (obtained at level 41)
hitall                        18
kick                          19
mount                         18
parry                         19
reach weapons             (obtained at level 25)
rescue                         7
retreat                        8
riposte                       17
salvage                        8
shield block                  18
swim                           9
switch opponents              14
triple attack             (obtained at level 56)
unarmed damage                 9

< 23h/36H 54v/170V Pos: standing >
You are three quarters the way to your next level.

< 23h/36H 54v/170V Pos: standing >
You aren't trained in magic.

< 23h/36H 56v/170V Pos: standing >

< 23h/36H 56v/170V Pos: standing >
Pardon?

< 34h/36H 113v/170V Pos: standing >
You are three quarters the way to your next level.

< 34h/36H 115v/170V Pos: standing >

< 34h/36H 115v/170V Pos: standing >

Top Fraggers

   Nib                                         50.77
   Cerif                                       48.07
   Laz                                         42.03
   Javok                                       18.40
   Saif                                        17.82
   Znar                                        15.16
   Tiu                                         15.03
   Noz                                         14.17
   Lurt                                        13.93
   Jov                                         13.35


Lowest Fraggers

   Jubek                                      -11.49
   Gonskr                                      -8.10
   Anhur                                       -5.30
   Taishanos                                   -4.96
   Zlo                                         -4.55
   Choron                                      -4.24
   Steo                                        -3.71
   Sgan                                        -3.66
   Cerz                                        -3.50
   Aretean                                     -3.38


< 36h/36H 129v/170V Pos: standing >
A Thri-Kreen has returned from the dead.

< 36h/36H 170v/170V Pos: standing >
Kick who?

< 36h/36H 170v/170V Pos: standing >
You miss a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
 A Thri-Kreen settles to his knees.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP: excellent >
 [Damage:  6 ] Your fine slash seriously wounds a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP:  small wounds >
 You miss a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP:  small wounds >
 [Damage:  2 ] Your weak slash strikes a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP:  few wounds >
 [Damage: 13 ] Your kick crashes into a Thri-Kreen's chest.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP: pretty hurt >
 You miss a Thri-Kreen.
[Damage:  3 ] Your slash seriously wounds a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP:  awful >
 You miss a Thri-Kreen.

< 36h/36H 170v/170V Pos: standing >
< T: Meks TP: sta TC:excellent E: A Thri-Kreen kne EP:  awful >
 [Damage:  6 ] Your fine slash causes a Thri-Kreen to grimace in pain.
A Thri-Kreen is incapacitated and will slowly die, if not aided.
[Damage:  3 ] Your crude slash grievously wounds a Thri-Kreen.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.

< 36h/36H 170v/170V Pos: standing >
<[Damage:  9 ] Your kick shatters a Thri-Kreen's skull.
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!