The death of [43 Red Dragon] Monkidu (Human)

in Twisting Tunnels of the Wild Underdark

from the perspective of [43 Red Dragon] Monkidu (Human)

<worn as a badge>    a royal badge of Arcium [superior] (illuminating)
<worn on head>       a blood hawk headdress [57%]
<worn on eyes>       a writhing python eye [superior] [88%]
<worn in ear>        an earring of congealed blood [poor]
<worn in ear>        a masterly-crafted adamantium stud from Taliccicopiid
<worn on face>       a hideous red leather mask [superior] (magic)
<worn around neck>   a holy crystal medallion (magic) (glowing)
<worn around neck>   a necklace of shimmering stars [poor]
<worn as quiver>     a tarnished glassteel quiver from Taliccicopiid
<worn about waist>   a belt of dragonslaying (magic) [88%]
<worn around wrist>  a misshaped obsidian bracelet from Rift Valley Jungle
<worn around wrist>  an ancient mithril bracer of Clan Bloodyfist [poor] (magic)
<worn on hands>      some static brass mitts from Taliccicopiid
<worn on finger>     a dented cured leather band from Taliccicopiid
<worn on finger>     a ghastly sapphire signet from Taliccicopiid
<worn on feet>       some exquisite bone shoes from Taliccicopiid

[Damage: 15 ] -=[Your fine punch strikes a thri-kreen sentry hard.]=-
[Damage: 15 ] -=[Your fine punch strikes a thri-kreen sentry hard.]=-

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sit EP:  nasty wounds >
 You are already standing.

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sit EP:  nasty wounds >
 You easily lean out of range of a thri-kreen sentry's vicious attack.
You easily lean out of range of a thri-kreen sentry's vicious attack.

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sit EP:  nasty wounds >
 You feel your skin harden to stone.
The spirits of Taliccicopiid grant you their protection.

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sit EP:  nasty wounds >
 
< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sit EP:  nasty wounds >
 [Damage: 16 ] -=[Your fine punch strikes a thri-kreen sentry very hard.]=-
A thri-kreen sentry clambers to its feet.
[Damage: 10 ] -=[Your fine punch strikes a thri-kreen sentry hard.]=-
A thri-kreen sentry dodges your futile attack.
A thri-kreen sentry dodges your futile attack.
A thri-kreen sentry leaps into the air, avoiding your attack.
A thri-kreen sentry dodges your futile attack.

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sta EP:  nasty wounds >
 You are already standing.

< 537h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sta EP:  nasty wounds >
 You kneel.

< 537h/570H 191v/191V Pos: kneeling >
< T: Monkidu TP: kne TC:few scratches E: thri sta EP:  nasty wounds >
 -=[A thri-kreen sentry's punch grazes you.]=-
A thri-kreen sentry misses you.
-=[A thri-kreen sentry's kick hits you in your side.]=-
Such skills take patience!

< 535h/570H 191v/191V Pos: kneeling >
< T: Monkidu TP: kne TC:few scratches E: thri sta EP:  nasty wounds >
 You rise to your feet.

< 535h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sta EP:  nasty wounds >
 [Damage: 13 ] -=[Your fine punch strikes a thri-kreen sentry very hard.]=-
[Damage: 11 ] -=[Your fine punch strikes a thri-kreen sentry very hard.]=-
You score a CRITICAL HIT!!!!!
You sneak in and deliver a strike to a pressure point!
[Damage: 22 ] -=[Your impressive punch seriously wounds a thri-kreen sentry.]=-
[Damage: 11 ] -=[Your fine punch seriously wounds a thri-kreen sentry.]=-
A thri-kreen sentry dodges your futile attack.
A thri-kreen sentry dodges your futile attack.
A thri-kreen sentry dodges your futile attack.

< 535h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: thri sta EP:  awful >
 You kneel.

< 535h/570H 191v/191V Pos: kneeling >
< T: Monkidu TP: kne TC:few scratches E: thri sta EP:  awful >
 You manage with complete incompetence to throw yourself head first into the ground!

< 535h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:few scratches E: thri sta EP:  awful >
 -=[A thri-kreen sentry's weak punch grazes you.]=-
-=[A thri-kreen sentry's feeble punch grazes you.]=-
[Damage:  9 ] -=[Your punch seriously wounds a thri-kreen sentry.]=-
[Damage: 10 ] -=[Your fine punch seriously wounds a thri-kreen sentry.]=-
[Damage: 10 ] -=[Your fine punch enshrouds a thri-kreen sentry in a mist of blood.]=-
[Damage: 10 ] -=[Your fine punch causes a thri-kreen sentry to grimace in pain.]=-
[Damage: 10 ] -=[Your punch critically injures a thri-kreen sentry.]=-
A thri-kreen sentry is mortally wounded, and will die soon, if not aided.
[Damage:  4 ] -=[Your crude punch hits a thri-kreen sentry.]=-
A thri-kreen sentry is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a thri-kreen sentry's last actions in this world.

< 532h/570H 191v/191V Pos: sitting >
Vok enters from the east.

< 532h/570H 191v/191V Pos: sitting >
You clamber to your feet.

< 532h/570H 191v/191V Pos: standing >
You are already standing.

< 532h/570H 191v/191V Pos: standing >
Experience till level: 2627553

< 532h/570H 191v/191V Pos: standing >
Vok gets something from the corpse of a thri-kreen sentry.

< 532h/570H 191v/191V Pos: standing >
Vok puts a pile of coins into a rugged adventurers satchel.

< 532h/570H 191v/191V Pos: standing >

		Score information for Monkidu

Level: 43   Race: Human   Class: Monk / Red Dragon Sex: Male
Hit points: 532(570)  Moves: 191(191)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 81%
Status:  Standing.
Frags:   +0.00   Deaths:   6
Detecting:      Evil Good Magic
Protected from: Fire Cold Acid Undead Animals
Enchantments:   Hawkvision Fly Armor Levitation
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  1.00 
Leaderboard Points:  438 

Active Spells:
--------------
stone skin (4 minutes)
vitality (9 minutes)
armor (8 minutes)
bless (9 minutes)
ravenflight (11 minutes)
pantherspeed (12 minutes)
well-rested bonus (104 minutes)


< 532h/570H 191v/191V Pos: standing >

< 532h/570H 191v/191V Pos: standing >

< 532h/570H 191v/191V Pos: standing >

< 532h/570H 191v/191V Pos: standing >

< 540h/570H 191v/191V Pos: standing >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.

< 541h/570H 191v/191V Pos: standing >
Vok leaves west.
You follow Vok.

Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)
An evil ward protects the lower level.

< 543h/570H 190v/191V Pos: standing >
Vok floats up.
You follow Vok.

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 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)

< 544h/570H 189v/191V Pos: standing >
Vok floats up.
You follow Vok.

Twisting Tunnels of the Wild Underdark
   The twisting tunnels of the Underdark are known for both their treachery and
unchanging features. The underground passages are very similar, the small
gray rock, with its rough surface, making up most of them. It is quite easy
to become lost in the drab corridors, with very few landmarks to guide the
way. The tons of rocks pressing in all sides gives the traveler an impression
of entrapment, which can overwhelm the senses of someone not native to the this
realm, and its never-ending features and curvatures.
Obvious exits: -East # -Down 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)

< 547h/570H 189v/191V Pos: standing >

< 556h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >
Experience till level: 2627553

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >
You quickly scan the area.
An evil ward who is not far off below you.

< 570h/570H 191v/191V 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 

< 570h/570H 190v/191V Pos: standing >
Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
An evil ward protects the lower level.

< 570h/570H 189v/191V Pos: standing >
You dodge a bash from an evil ward, who loses its balance and falls.

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil kne EP: excellent >
 [Damage: 13 ] -=[Your punch wounds an evil ward.]=-
[Damage: 16 ] -=[Your punch strikes an evil ward.]=-
[Damage: 15 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 14 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 14 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 15 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 14 ] -=[Your fine punch strikes an evil ward.]=-

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil kne EP:  small wounds >
 You completely sidestep an evil ward's blow, shift your balance, and strike back at it!
[Damage: 10 ] -=[Your fine punch wounds an evil ward.]=-

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil kne EP:  few wounds >
 Hint: Beware of guards!  Some guards will come to the aid of your victims!

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil kne EP:  few wounds >
 [Damage: 12 ] -=[Your punch strikes an evil ward.]=-
[Damage: 14 ] -=[Your fine punch strikes an evil ward.]=-
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 14 ] -=[Your punch strikes an evil ward.]=-
[Damage: 10 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 12 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 14 ] -=[Your fine punch strikes an evil ward.]=-

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil kne EP:  few wounds >
 An evil ward rises to its feet.

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil sta EP:  few wounds >
 [Damage: 11 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 12 ] -=[Your punch strikes an evil ward.]=-
[Damage: 12 ] -=[Your punch strikes an evil ward.]=-
[Damage: 12 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 13 ] -=[Your fine punch strikes an evil ward.]=-
[Damage: 11 ] -=[Your punch strikes an evil ward.]=-

< 570h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:excellent E: evil sta EP:  nasty wounds >
 You kneel.

< 570h/570H 191v/191V Pos: kneeling >
< T: Monkidu TP: kne TC:excellent E: evil sta EP:  nasty wounds >
 Your spring at an evil ward sends it slightly off balance...
Unfortunately. An evil ward grabs your leg and yanks you down to the ground!

< 570h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:excellent E: evil sit EP:  nasty wounds >
 An evil ward misses you.
An evil ward misses you.

< 570h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:excellent E: evil sit EP:  nasty wounds >
 [Damage: 18 ] -=[Your impressive punch strikes an evil ward hard.]=-
[Damage: 15 ] -=[Your fine punch strikes an evil ward hard.]=-
[Damage: 16 ] -=[Your fine punch strikes an evil ward hard.]=-
[Damage: 16 ] -=[Your punch strikes an evil ward very hard.]=-
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 16 ] -=[Your fine punch strikes an evil ward very hard.]=-
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 16 ] -=[Your punch strikes an evil ward very hard.]=-

< 570h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:excellent E: evil sit EP: pretty hurt >
 -=[An evil ward's feeble punch grazes you.]=-

< 569h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:few scratches E: evil sit EP: pretty hurt >
 You clamber to your feet.

< 569h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: evil sit EP: pretty hurt >
 You are already standing.

< 569h/570H 191v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: evil sit EP: pretty hurt >
 You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 14 ] -=[Your fine punch seriously wounds an evil ward.]=-
An evil ward clambers to its feet.
[Damage: 11 ] -=[Your fine punch strikes an evil ward very hard.]=-
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 11 ] -=[Your fine punch seriously wounds an evil ward.]=-
[Damage: 12 ] -=[Your punch seriously wounds an evil ward.]=-
[Damage: 13 ] -=[Your fine punch enshrouds an evil ward in a mist of blood.]=-
[Damage: 10 ] -=[Your fine punch causes an evil ward to grimace in pain.]=-
[Damage: 11 ] -=[Your punch critically injures an evil ward.]=-
An evil ward is mortally wounded, and will die soon, if not aided.

< 569h/570H 191v/191V Pos: standing >
<[Damage:  4 ] -=[Your crude punch hits an evil ward.]=-
An evil ward is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as an evil ward's gurgling and choking signals its demise.

< 569h/570H 191v/191V 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 

< 570h/570H 190v/191V Pos: standing >
Twisting Tunnels of the Wild Underdark
   The twisting tunnels of the Underdark are known for both their treachery and
unchanging features. The underground passages are very similar, the small
gray rock, with its rough surface, making up most of them. It is quite easy
to become lost in the drab corridors, with very few landmarks to guide the
way. The tons of rocks pressing in all sides gives the traveler an impression
of entrapment, which can overwhelm the senses of someone not native to the this
realm, and its never-ending features and curvatures.
Obvious exits: -East # -Down 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)

< 570h/570H 189v/191V Pos: standing >
You quickly scan the area.
You see nothing.

< 570h/570H 190v/191V 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 

< 570h/570H 190v/191V Pos: standing >
Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of an evil ward is lying here.

< 570h/570H 189v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 188v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -North -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 188v/191V Pos: standing >
Den of the Queen
   The dirt floor of this cavern is covered with huge booted foot prints,
easily two or three feet in length. Some of these prints are barely visible
underneath the thick layers of dirt and flowers. Crude drawings cover most
of the walls, displaying horrific pictures of thri-kreen smashing various other
humanoids with massive clubs and venomous fangs. There are also a few drawings
of these thri-kreens hunting large boar and rocs The glow of a fire can fills
one with unbound energy and excitement, warming the are with it's illumination.
Obvious exits: -West 
The corpse of the Queen is lying here.
The corpse of a thri-kreen warrior is lying here.
The corpse of the Queen is lying here.
The corpse of a thri-kreen warrior is lying here.

< 570h/570H 187v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -North -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 187v/191V Pos: standing >
Cavern of the King
   This cavern has been claimed by the thri-kreen chief, his strength and
influence being impressive enough to discourage anyone from moving against
him. A thick layer of fresh moss covers most of the stone floor, it's moist
soil providing a comfortable bedding for the king. The moss sends up the smell
of soil, a strong odor, which wafts through he air and clings to everything.
A few scattered bones can be seen strewn about the cavern, and a few scraps of
leather and rusted metal captured from the trolls that live nearby. Though very
primitive, this living area is among the best available to the lizardman, and
is coveted by them all.
Obvious exits: -South
The corpse of the King is lying here.
The corpse of a thri-kreen warrior is lying here.

< 570h/570H 187v/191V Pos: standing >
Alas, you cannot go that way. . . .

< 570h/570H 188v/191V Pos: standing >
Alas, you cannot go that way. . . .

< 570h/570H 188v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -North -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 188v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 187v/191V Pos: standing >
Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of an evil ward is lying here.

< 570h/570H 187v/191V 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 

< 570h/570H 187v/191V Pos: standing >
Twisting Tunnels of the Wild Underdark
   The twisting tunnels of the Underdark are known for both their treachery and
unchanging features. The underground passages are very similar, the small
gray rock, with its rough surface, making up most of them. It is quite easy
to become lost in the drab corridors, with very few landmarks to guide the
way. The tons of rocks pressing in all sides gives the traveler an impression
of entrapment, which can overwhelm the senses of someone not native to the this
realm, and its never-ending features and curvatures.
Obvious exits: -East # -Down 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)

< 570h/570H 186v/191V Pos: standing >
Alas, you cannot go that way. . . .

< 570h/570H 186v/191V 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 

< 570h/570H 187v/191V Pos: standing >
Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of an evil ward is lying here.

< 570h/570H 186v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 186v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -North -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 186v/191V Pos: standing >
A Cavern of Phosphoescent Slime
   This cavern is covered with a strange glowing slime, one which casts pale
green light throughout the area. Possibly some sort of fungus, this slime
drips from the ceiling and walls, pooling in large puddles upon the floor. It
is quite thick and sticky, clinging to whatever comes near it. The cavern is
massive, glowing with the ghostly light from edge to edge. Stalactites jut
down from the ceiling quite low in some places, their jagged length dripping
the same slime. The odd scent of mold hangs in the air, mixed with water.
Obvious exits: -East  -West 
The corpse of a thri-kreen sentry is lying here.

< 570h/570H 187v/191V Pos: standing >
Nearing a Pale Glow
   The tunnel slowly becomes wider to the north until it opens into what
appears to be a massive cavern. A ghostly pale green glow can be seen coming
from this cavern, but at this distance it is too hard to determine what the
cause may be. This tunnel is made from the gray rock so commonly found in the
Underdark, its rough walls prove that it was naturally formed. Whatever awaits
must not be good.
Obvious exits: -East  -Up   
Fresh blood covers everything in the area.
The corpse of an evil ward is lying here.

< 570h/570H 186v/191V Pos: standing >
Alas, you cannot go that way. . . .

< 570h/570H 187v/191V Pos: standing >
Pardon?

< 570h/570H 189v/191V 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 

< 570h/570H 190v/191V Pos: standing >
Twisting Tunnels of the Wild Underdark
   The twisting tunnels of the Underdark are known for both their treachery and
unchanging features. The underground passages are very similar, the small
gray rock, with its rough surface, making up most of them. It is quite easy
to become lost in the drab corridors, with very few landmarks to guide the
way. The tons of rocks pressing in all sides gives the traveler an impression
of entrapment, which can overwhelm the senses of someone not native to the this
realm, and its never-ending features and curvatures.
Obvious exits: -East # -Down 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)

< 570h/570H 189v/191V Pos: standing >
Alas, you cannot go that way. . . .

< 570h/570H 189v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!

< 570h/570H 191v/191V Pos: standing >

< 570h/570H 191v/191V Pos: standing >
Vok unlocks the gate.

< 570h/570H 191v/191V Pos: standing >
Vok opens the gate.

< 570h/570H 191v/191V Pos: standing >
Vok leaves east.
You follow Vok.

Twisting Tunnels of the Wild Underdark
   The twisting tunnels of the Underdark are known for both their treachery and
unchanging features. The underground passages are very similar, the small
gray rock, with its rough surface, making up most of them. It is quite easy
to become lost in the drab corridors, with very few landmarks to guide the
way. The tons of rocks pressing in all sides gives the traveler an impression
of entrapment, which can overwhelm the senses of someone not native to the this
realm, and its never-ending features and curvatures.
Obvious exits: -East  -West 
Vok  Islamic Jihad (Dwarf)(medium) stands in mid-air here.(Gold Aura)
A Githyanki (medium)  - The Horde stands in mid-air here. (Casting) (Red Aura)
An impenetrable globe of darkness floats near a Githyanki's head.
A thri-kreen warrior guards the passage.
A thri-kreen warrior guards the passage.

< 570h/570H 190v/191V Pos: standing >
A Githyanki completes her spell...
A Githyanki utters the words 'bahhrz zqghagl'
A Githyanki begins to drool, a bloodthirsty look passing over her face.

< 570h/570H 190v/191V Pos: standing >
Someone's attempt to backstab you fails as the dragon mind within takes control!
A rakshasa guard snaps into visibility.

< 570h/570H 190v/191V Pos: standing >
You completely sidestep a rakshasa guard's blow, shift your balance, and strike back at him!
[Damage: 10 ] -=[Your fine punch wounds a rakshasa guard.]=-
-=[A rakshasa guard's weak pierce grazes you.]=-
A rakshasa guard misses you.

< 569h/570H 190v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: a rakshasa guard sta EP: few scratches >
 A thri-kreen warrior stands to the side, evaluating the fray.

< 569h/570H 190v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: someone sta EP: few scratches >
 Vok closes the gate.

< 569h/570H 190v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: someone sta EP: few scratches >
 A Shadow Beast snaps into visibility.

< 569h/570H 190v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: someone sta EP: few scratches >
 A rakshasa warrior snaps into visibility.
A rakshasa warrior dances an acrobatic maneuver in battle, and trips up Vok!

< 569h/570H 190v/191V Pos: standing >
< T: Monkidu TP: sta TC:few scratches E: someone sta EP: few scratches >
 A Shadow Beast's magic rips the fabric of reality causing ChAoTiC energies to pour in.
-=[You are enveloped in flames from a fireball sent by a Shadow Beast.  OUCH!]=-
OUCH!  That really did HURT!
That last attack was particularly invasive, and you feel your collective power decrease.
-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!
You turn green and puke...Chunks everywhere!!! 
A rakshasa warrior's pierce wounds Vok.
Vok blocks a rakshasa warrior's lunge at him.
A rakshasa warrior's pierce wounds Vok.
Vok blocks a rakshasa warrior's lunge at him.
A rakshasa warrior's powerful pierce strikes Vok.
A rakshasa warrior's powerful pierce strikes Vok.
You are briefly surrounded by a red aura!
You are knocked to the ground by a Githyanki's mighty bash!

< 326h/570H 190v/191V Pos: sitting >
< T: Monkidu TP: sit TC: few wounds E: someone sta EP: few scratches >
 -=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 168h/570H 190v/191V Pos: sitting >
< T: Monkidu TP: sit TC:pretty hurt E: someone sta EP: few scratches >
 Someone's attempt to backstab you fails as the dragon mind within takes control!
A rakshasa guard snaps into visibility.

< 168h/570H 190v/191V Pos: sitting >
You feel your skin soften and return to normal.
A rakshasa guard snaps into visibility.
-=[A rakshasa guard's pierce grazes you.]=-
A rakshasa guard misses you.
-=[A rakshasa guard's fine pierce strikes you.]=-
Someone parries Vok's lunge at him.
A rakshasa warrior snaps into visibility.
A rakshasa warrior snaps into visibility.
A rakshasa warrior's impressive pierce wounds Vok.
A rakshasa warrior's impressive pierce wounds Vok.
A rakshasa warrior's impressive pierce wounds Vok.
A rakshasa warrior's powerful pierce strikes Vok.
A rakshasa warrior's impressive pierce strikes Vok.
A rakshasa warrior's impressive pierce wounds Vok.

< 161h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:pretty hurt E: a rakshasa guard sta EP: few scratches >
 A rakshasa guard snaps into visibility.
[Damage: 38 ] -=[You hit a pressure point on a rakshasa guard with additional force.]=-
[Damage:  8 ] -=[Your decent punch wounds a rakshasa guard.]=-
[Damage: 34 ] -=[You hit a pressure point on a rakshasa guard with additional force.]=-
You score a CRITICAL HIT!!!!!
[Damage: 15 ] -=[Your fine punch wounds a rakshasa guard.]=-
A Shade's disguise falls apart!
A Shade dodges your futile attack.

< 161h/570H 191v/191V Pos: sitting >
< T: Monkidu TP: sit TC:pretty hurt E: A Shade sta EP:  small wounds >
 -=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
Your robe of tattered souls [superior] shattered in bits as the tortured body spasms and quivers!
Your armplates of armageddon [poor] shattered in bits as the tortured body spasms and quivers!