The death of [ 4 Reaver] Sakinimiru (Duergar)

in A Long Tunnel Adorned with Mantol-Derith Scriptures

from the perspective of [ 4 Reaver] Sakinimiru (Duergar)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a soft skin cloak
<worn about waist>   a dwarf skin belt
<worn on belt buckle>a quill
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on hands>      some thick leather gloves
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

You feel a carnal satisfaction as a cavern snake's gurgling and choking signals its demise.

< 68h/68H 111v/114V Pos: standing >
A clansdwarf rides in on a large steeder from the west.

< 68h/68H 111v/114V Pos: standing >
Autosaving...

< 68h/68H 111v/114V Pos: standing >
Hint: Type 'group' to see your groupmates' health and movement.

< 68h/68H 114v/114V Pos: standing >
A clansdwarf sneaks east riding on a large steeder.

< 68h/68H 114v/114V Pos: standing >
A clansdwarf rides in on a large steeder from the east.

< 68h/68H 114v/114V Pos: standing >

< 68h/68H 114v/114V Pos: standing >
Strongstone Pavilion
Obvious exits: -East  -South -West 
[2] The corpse of a cavern snake is lying here.
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
Before you stands a huge board containing news and feedback.
A large pool of water surrounds a statue.
A large stone statue stands here.
A clansdwarf sits atop a large steeder.
The Khildarak Quartermaster stands here.

< 68h/68H 114v/114V Pos: standing >
The Bottom Of A Carved Stairway
   The southern cavern wall rises high into the darkness here. Its surface is
varied in texture from jagged to almost smooth. To the east, a stairway has
been carved into the wall, leading up to the gates of the city. To the
north is an open area, in which a large statue can be seen.
Obvious exits: -North -Up   

< 68h/68H 113v/114V Pos: standing >
Feeling very tired, you let out a big yawn.

< 68h/68H 113v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 112v/114V Pos: standing >

< 68h/68H 112v/114V Pos: standing >

< 68h/68H 112v/114V Pos: standing >

< 68h/68H 112v/114V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
   Court of the Muse                             (good)          
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (slightly evil) 
   Kobold Settlement                             (slightly evil) 
   The High Moor Forest                          (neutral)       
   The Stone Tomb of Kelek                       (evil)          
   Orrak                                         (neutral)       
   Pits of Cerberus                              (neutral)       
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (slightly good) 
   Village of Werrun                             (slightly evil) 
   Nizari                                        (slightly good) 
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (pure good)     
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (neutral)       
   The Elemental Groves                          (slightly good) 
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (slightly evil) 
   Nakral's Crypt                                (neutral)       
   The Outcasts Tower                            (slightly good) 
   Fort Boyard                                   (neutral)       
   Crystalspyre Mountains                        (slightly evil) 
   The Prisons of Carthapia                      (neutral)       
   Faerie Realm                                  (extremely good)
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (evil)          
   The Githyanki Fortress                        (very good)     
   Labyrinth of No Return                        (slightly evil) 
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (slightly evil) 
   City of Torrhan                               (neutral)       
   The Lair of the Swamp Troll King              (slightly good) 
   Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (evil)          
   Ice Tower                                     (good)          
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (slightly good) 
   The Twin Keeps of Devastated Tharnadia        (slightly evil) 
   IceCrag Castle                                (neutral)       
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (slightly good) 
   The Jade Empire                               (good)          
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
   Quintaragon Castle                            (neutral)       
   The Sky City of Ultarium                      (evil)          
   Lair of the Gibberling King                   (neutral)       
   Plane of Air                                  (very evil)     
   The Kingdom of Torg                           (neutral)       
   Tribal Oasis                                  (slightly good) 
   The Para-Elemental Plane of Smoke             (very evil)     
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (neutral)       
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (slightly good) 
   The Ethereal Plane                            (slightly evil) 
   The Caverns of Armageddon                     (slightly good) 
   The Forest City of Aravne                     (slightly good) 
   Plane of Fire                                 (evil)          
   Ruined Temple of Tezcatlipoca                 (neutral)       
   The Astral Plane                              (neutral)       
  *Jotunheim                                     (slightly good) 
   The Transparent Tower                         (slightly good) 
   Krethik Keep                                  (neutral)       
   Temple of the Earth                           (neutral)       
  *Sea Kingdom                                   (evil)          
  *Plane of Earth                                (slightly evil) 
   Sevenoaks                                     (very evil)     
   The Keep of Evil                              (slightly good) 
   The Forgotten Mansion                         (slightly evil) 
   Domain of Lost Souls                          (good)          
   The Hall of Knighthood                        (slightly good) 
   The Depths of Duris                           (slightly good) 
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (evil)          
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (slightly good) 
   Ny'Neth                                       (slightly evil) 
   Lost Temple of Tikitzopl                      (very evil)     
   The Scorched Valley                           (slightly evil) 
   The Realm of Barovia                          (evil)          
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (slightly evil) 
   Githzerai Stronghold                          (slightly evil) 
   Ceothia                                       (neutral)       
   Tiamat                                        (slightly evil) 
   The Fortress of Dreams                        (neutral)       
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (slightly good) 
   Vecna's Tomb                                  (very evil)     
   Ny'Neth's Stronghold                          (very evil)     
  *Apocalypse Castle                             (slightly good) 
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (slightly evil) 
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (very evil)     
   Negative Material Plane                       (neutral)       
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (evil)          
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 68h/68H 114v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 113v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 112v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 111v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 110v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 110v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 109v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up    -Down 

< 68h/68H 108v/114V Pos: standing >
A Stairway Carved In Stone
   This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -Up    -Down 

< 68h/68H 108v/114V Pos: standing >
A Wide And Spacious Overlook
   This area overlooks the many buildings and streets that comprise the city.
Inhabitants can be seen moving, going about their daily business. Some of the
buildings rise near the ceiling of the 100 meter cavern that they occupy. To
the north the overlook ends, a false step in this direction would send you
falling to the floor below. A staircase has been carved into the stone of
the cavern wall to the west, descending down into the city. A huge set of
double gates lies to the south.
Obvious exits: -South# -Down 

< 68h/68H 107v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 68h/68H 108v/114V Pos: standing >
Ok.

< 68h/68H 110v/114V Pos: standing >
Before The Gates of the Khildarak Stronghold
   This area has been carved wide and spacious, with small rectangular
outlets on the east and west sides that serve as guard posts. The ceiling
is some 10 meters high, providing room for a huge set of double gates to
the north. The room narrows to the south where the start of passageway
can be seen.
Obvious exits: -North -South
An intent duergar inquisitor searches the town for invaders.
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently

< 68h/68H 109v/114V Pos: standing >

< 68h/68H 110v/114V Pos: standing >
The Top Of A Sloping Passage
   This passage has been carved from the mountain stone. The walls are
fairly smooth on all sides. The passage slopes steeply downwards to the
west and opens into a wider area to the north. A well made tunnel continues
off to the east.
Obvious exits: -North -East  -West 

< 68h/68H 109v/114V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 

< 68h/68H 108v/114V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
A clansdwarf sits atop a large steeder.

< 68h/68H 106v/114V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
A clansdwarf watches the area closely.

< 68h/68H 104v/114V Pos: standing >
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 

< 68h/68H 103v/114V Pos: standing >
The Base Of A Steep Slope
   This passage has been carved from the stone of the mountain. It is
rectangular in shape, all four sides fairly smooth. Carvings adorn the
walls, ceiling and floor, some are crude, some are quite well done. The
pictures seem to depict victories in battles or hunting. It seems that
the inhabitants of this area enjoy sharing their victories and preserving
them for generations to come. The passage continues into darkness to the
south. To the east the entire passage slopes steeply upwards, maintaining
its original dimensions in the climb.
Obvious exits: -East  -South

< 68h/68H 101v/114V Pos: standing >

< 68h/68H 101v/114V Pos: standing >

< 68h/68H 102v/114V Pos: standing >

< 68h/68H 102v/114V Pos: standing >
A Carved Passage
   This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South

< 68h/68H 101v/114V Pos: standing >
A Narrow Passage
   The crack narrows to a small slit to the north. All four sides of the
open space seem to close in around you, restricting movement. Stains of
red indicate that some creature has taken advantage of its restrictive
conditions to gain an advantage in battle. The space is made narrower by
several rocks protruding from the walls of the area.
Obvious exits: -North

< 68h/68H 99v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 68h/68H 100v/114V Pos: standing >

< 68h/68H 106v/114V Pos: standing >
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -Down 

< 68h/68H 106v/114V Pos: standing >
Below the Khildarak Stronghold
   The might of the duergar dwarves unfolds near the heart
of the underdark. A steep ramp rising forty feet is part of the
fortresses defences to make sure that any attacking army will have
trouble with a quick assult. Two large black chains run on either
side of the ramp are used to pull heavy wagons and equipment. What
mechanism that makes these chains run is a well-kept mystery but it
must be something of awesome power. Every six feet there are round
holes in the walls surrounding the ramp and in the tunnel ceiling.
What these holes are for is hard to know but the faint smell of
boiling oil is enough to cause the hair at the back of the neck to
stand on end.
Obvious exits: -East  -Up   

< 68h/68H 105v/114V Pos: standing >
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
Obvious exits: -East  -South -West 

< 68h/68H 105v/114V Pos: standing >
An Outpost on the Road to the Khildarak Stronghold
   This room has been chiseled out of the rocky wall with great
care. The walls are perfectly smooth without any flaws or marks.
A large stone table has been cut out from the rock and is actually
apart of the floor itself. Along the west and south walls are
three pedestals with bowls of glowing fungi that cast a
soft light on the surroundings.
Obvious exits: -North -East  -South

< 68h/68H 104v/114V Pos: standing >
A Soaring Mushroom Cavern
   This area is in sharp contrast to the perfect order of the
rest of the tunnel system. The walls are rough and jagged and
this small cave gives the impression of being a natural one
rather than chiseled out anything living. The cavern floor is
filled with small violet and blue fungi that give off a sweet
but not entirely unpleasant smell. The chamber soars upwards
and there seems to be nothing to limit it. At times one might
even claim to see a tiny spek of light thousands of feet above
but most would laugh at such a statement. Sometimes the flutter
of wings can be heard coming from far above but perhaps that
was also vivid imagination playing tricks. An enormous mushroom
some twenty feet tall grows in the middle of the chamber and
it is probably the largest speciment ever.
Obvious exits: -North -Down 

< 68h/68H 104v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 68h/68H 104v/114V Pos: standing >
 
  MM....MM    
 ,,M.oo..MM   
  ,,..M.o.M,  
  M.oo@.o.M,  
 MMM.ooo.M,M  
  MM..oo.M,,  
   MMM..MMM   
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East  -South -West  -Up   

< 68h/68H 104v/114V Pos: standing >
 
  ,MM....MM   
  ,,M.oo..MM  
   ,,..M.o.M  
   M.o@^.o.M  
  MMM.ooo.M,  
   MM..oo.M,  
    MMM..MM   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 68h/68H 106v/114V Pos: standing >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.
 
  ,,MM....M   
   ,,M.oo..M  
    ,,..M.o.  
    M.@o^.o.  
   MMM.ooo.M  
    MM..oo.M  
     MMM..M   
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East  -South -West 

< 68h/68H 103v/114V Pos: standing >
 
  M,,MM....   
    ,,M.oo..  
     ,,..M.o  
     M@oo^.o  
    MMM.ooo.  
     MM..oo.  
      MMM..   
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East  -South -West 

< 68h/68H 101v/114V Pos: standing >
The cavern wall is too steep to climb!

< 68h/68H 101v/114V Pos: standing >
 
  ,,  MMM,,   
 MM,,MM....M  
    ,,M.oo..  
     ,@..M.o  
     M.oo^.o  
    MMM.ooo.  
     MM..oo   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 
A baby purple worm is here, scrounging around the cavern for food.

< 68h/68H 101v/114V Pos: standing >
A baby purple worm suddenly attacks YOU!
A baby purple worm misses you.

< 68h/68H 102v/114V Pos: standing >
< T: Sakinimiru TP: sta TC:excellent E: baby sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 68h/68H 102v/114V Pos: standing >
< T: Sakinimiru TP: sta TC:excellent E: baby sta EP: excellent >
 You attempt to flee...
 
  M,,  MMM,   
  MM,,MM....  
     ,,M.oo.  
      @,..M.  
      M.oo^.  
     MMM.ooo  
      MM..o   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South
You flee westward!

< 68h/68H 75v/114V Pos: standing >
 
   ,M   M     
  M,,  MMM,,  
  MM,,MM....  
     ,@M.oo.  
      ,,..M.  
      M.oo^.  
     MMM.oo   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 

< 68h/68H 74v/114V Pos: standing >
 
    ,M   M    
   M,,  MMM,  
   MM,,MM...  
      @,M.oo  
       ,,..M  
       M.oo^  
      MMM.o   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East 

< 68h/68H 73v/114V Pos: standing >
 
    ,,M       
    ,M   M    
   M,,  MMM,  
   MM,@MM...  
      ,,M.oo  
       ,,...  
       M.oo   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -East  -South -West 

< 68h/68H 73v/114V Pos: standing >
 
     ,,M      
     ,M   M   
    M,,  MMM  
    MM@,MM..  
       ,,M.o  
        ,,..  
        M.o   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -West 

< 68h/68H 72v/114V Pos: standing >
 
  M M,MM      
 M   ,,M      
     ,M   M   
    M,@  MMM  
    MM,,MM..  
       ,,M.o  
        ,,.   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -South -West 

< 68h/68H 71v/114V Pos: standing >
 
  MM M,MM     
 MM   ,,M     
      ,M   M  
     M@,  MM  
     MM,,MM.  
        ,,M.  
         ,,   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 

< 68h/68H 71v/114V Pos: standing >
 
  ,,,,MM      
 MMM M,MM     
 MM   ,,M     
      @M   M  
     M,,  MM  
     MM,,MM.  
        ,,M   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South

< 68h/68H 70v/114V Pos: standing >
 
  MM          
 ,,,,,MM      
 MMM M,MM     
 MM   @,M     
      ,M   M  
     M,,  MM  
     MM,,MM   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South

< 68h/68H 69v/114V Pos: standing >
You bounce around with excitement!

< 68h/68H 69v/114V Pos: standing >
 
              
 MMM          
 ,,,,,MM      
 MMM M@MM     
 MM   ,,M     
      ,M   M  
     M,,  M   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 

< 68h/68H 67v/114V Pos: standing >
The cavern wall is too steep to climb!

< 68h/68H 67v/114V Pos: standing >
 
  M           
 MMMM         
 M,,,,,MM     
 MMMM @,MM    
  MM   ,,M    
       ,M     
      M,,     
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East 
A drow hunter is exploring the Underdark for victims.
A drow warmage is busy searching for something to destroy.

< 68h/68H 68v/114V Pos: standing >
 
              
 MM           
 MMMM         
 M,,,,@MM     
 MMMM M,MM    
  MM   ,,M    
       ,M     
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -East  -South -West 

< 68h/68H 66v/114V Pos: standing >
 
              
  MM          
 MMMMM        
 MM,,,@,MM    
  MMMM M,MM   
   MM   ,,M   
        ,M    
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -East  -West 

< 68h/68H 65v/114V Pos: standing >
 
              
   MM         
  MMMMM       
  MM,,@,,MM   
   MMMM M,MM  
    MM   ,,M  
         ,M   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 

< 68h/68H 63v/114V Pos: standing >
 
              
    MM        
   MMMMM      
   MM,@,,,MM  
    MMMM M,M  
     MM   ,,  
          ,   
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West 

< 68h/68H 61v/114V Pos: standing >
 
              
     MM       
    MMMMM     
    MM@,,,,M  
     MMMM M,  
      MM   ,  
              
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West  -Up   

< 68h/68H 59v/114V Pos: standing >
The cavern wall is too steep to climb!

< 68h/68H 60v/114V Pos: standing >
The cavern wall is too steep to climb!

< 68h/68H 60v/114V Pos: standing >
 
  .,M         
 MM,,MMM      
 MMM,,,MM     
     M@MM     
     MMM      
              
              
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East  -South -West  -Down 

< 68h/68H 59v/114V Pos: standing >
A Githzerai's fine pierce strikes you hard.
OUCH!  That really did HURT!

< 60h/68H 61v/114V Pos: standing >
< T: Sakinimiru TP: sta TC: small wounds E: A Githzerai sta EP: excellent >
 A Githzerai's fine pierce strikes you very hard.
OUCH!  That really did HURT!
A Githzerai's fine pierce strikes you very hard.
OUCH!  That really did HURT!
A Githzerai's fine pierce seriously wounds you.
OUCH!  That really did HURT!
Sorry, you aren't allowed to do that in combat.

< 35h/68H 62v/114V Pos: standing >
< T: Sakinimiru TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
 You miss a Githzerai.
Sorry, you aren't allowed to do that in combat.

< 35h/68H 62v/114V Pos: standing >
< T: Sakinimiru TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
 A Githzerai starts casting an offensive spell.

< 35h/68H 62v/114V Pos: standing >
< T: Sakinimiru TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 35h/68H 62v/114V Pos: standing >
< T: Sakinimiru TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
 A Githzerai completes his spell...
A Githzerai utters the words 'buoblg qrunsoqpze yugh'
A Githzerai's mighty magic fist slams into you!
Your black leather whip was completely destroyed by the massive blow!