The death of [ 1 Mercenary] Zal (Duergar)

in Before The Gates of the Khildarak Stronghold

from the perspective of [ 1 Mercenary] Zal (Duergar)


A cavern snake is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a cavern snake's gurgling and choking signals its demise.

< 23h/27H 110v/111V Pos: standing >
Practice Area
Obvious exits: -North -South -West
Puddles of fresh blood cover the ground.
The corpse of a cavern snake is lying here.

< 25h/27H 111v/111V Pos: standing >
You quickly scan the area.
A clansdwarf who is close by to your north.
A clansdwarf who is close by to your north.
A clansdwarf who is close by to your north.
A clansdwarf who is close by to your north.
The clan elder who is close by to your north.

< 25h/27H 111v/111V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 25h/27H 111v/111V Pos: standing >
Ok.

< 26h/27H 111v/111V Pos: standing >
Practice Area
    This area serves as the clans practice area. The area is quite large,
allowing freedom of movement for those practicing. There room is bare,
large blood stains cover most of the stone floor. Various instruments of
combat hang from the wall, swords, daggers and armor ready for use by the
clan members at anytime. The clan elder has a standing order that anyone
entering the combat area must be ready for battle, members are to attack
other members without warning to keep their skill sharp. The smell of sweat
and blood is strong. The practice area continues north and west.
Obvious exits: -North -West

< 26h/27H 110v/111V Pos: standing >
Pardon?

< 26h/27H 110v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 26h/27H 110v/111V Pos: standing >
Practice Area
    This area serves as the clans practice area. The area is quite large,
allowing freedom of movement for those practicing. There room is bare,
large blood stains cover most of the stone floor. Various instruments of
combat hang from the wall, swords, daggers and armor ready for use by the
clan members at anytime. The clan elder has a standing order that anyone
entering the combat area must be ready for battle, members are to attack
other members without warning to keep their skill sharp. The smell of sweat
and blood is strong. The practice area continues north and east. There
is a door to the south.
Obvious exits: -North -East -South#

< 26h/27H 109v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 27h/27H 109v/111V Pos: standing >
The door seems to be closed.

< 27h/27H 111v/111V Pos: standing >
Ok.

< 27h/27H 111v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 27h/27H 111v/111V Pos: standing >
House of Clan Blood Axe
   The entry way to the house of Clan Blood Axe is quite spectacular. The
insignia of the clan has been carved into the eastern wall, occupying its
entirety. The ceiling serves as a stone roster, all of the members names
engraved in it from the start of the clan. The floor is used by members to
record their greatest victories and greatest profits, some chisel only a
short record, some chisel detailed tellings of the adventures. Sounds of
battle resound loudly from behind a door to the north. A large stone stair-
case rises to a second floor in the northeast corner of the room. A hall
starts to the west. The exit is south.
Obvious exits: -North -South# -West -Up

< 27h/27H 110v/111V Pos: standing >
You quickly scan the area.
A cavern snake who is close by above you.

< 27h/27H 110v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
The Hall of Enemies
   This hallway is wide, spacious and almost bare. A woven rug runs the length
of the hall, the clans insignia woven with multi-colored fungi threads, most
certainly the work of clan Swift Needle. The members use the walls of this
hall to carve the names and race of victims that are surface dwellers. A
victory over surface dwarves adds honor to the kill, and members record such
events for all to see. The hall ends in a door to the west. The hall continues
to the east.
Obvious exits: -East -West#

< 27h/27H 109v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
Sleeping Quarters
   This room is rectangular in shape and very long. Beds line the east and
west walls, side by side, as the room extends to the north. Personal affects
and clothing lie all around. An occasional loud snore rises up as various
clan members sleep and rest after a hard day of practice. There is a door
in the east wall. The room continues north.
Obvious exits: -North -East
A clansdwarf is stretched out, sound asleep.
A clansdwarf is stretched out, sound asleep.

< 27h/27H 110v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 27h/27H 110v/111V Pos: standing >
Sleeping Quarters
   This room is rectangular in shape and very long. Beds line the east and
west walls, side by side, as the room extends to the north. Personal affects
and clothing lie all around. An occasional loud snore rises up as various
clan members sleep and rest after a hard day of practice. The room ends in
a wall to the north and continues south.
Obvious exits: -South
A clansdwarf is stretched out, sound asleep.

< 27h/27H 109v/111V Pos: standing >
You quickly scan the area.
A clansdwarf who is close by to your south.
A clansdwarf who is close by to your south.

< 27h/27H 109v/111V Pos: standing >
Sleeping Quarters
   This room is rectangular in shape and very long. Beds line the east and
west walls, side by side, as the room extends to the north. Personal affects
and clothing lie all around. An occasional loud snore rises up as various
clan members sleep and rest after a hard day of practice. There is a door
in the east wall. The room continues north.
Obvious exits: -North -East#
A clansdwarf is stretched out, sound asleep.
A clansdwarf is stretched out, sound asleep.

< 27h/27H 109v/111V Pos: standing >
The door seems to be closed.

< 27h/27H 110v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
The Hall of Enemies
   This hallway is wide, spacious and almost bare. A woven rug runs the length
of the hall, the clans insignia woven with multi-colored fungi threads, most
certainly the work of clan Swift Needle. The members use the walls of this
hall to carve the names and race of victims that are surface dwellers. A
victory over surface dwarves adds honor to the kill, and members record such
events for all to see. The hall ends in a door to the west. The hall continues
to the east.
Obvious exits: -East -West

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 111v/111V Pos: standing >
House of Clan Blood Axe
   The entry way to the house of Clan Blood Axe is quite spectacular. The
insignia of the clan has been carved into the eastern wall, occupying its
entirety. The ceiling serves as a stone roster, all of the members names
engraved in it from the start of the clan. The floor is used by members to
record their greatest victories and greatest profits, some chisel only a
short record, some chisel detailed tellings of the adventures. Sounds of
battle resound loudly from behind a door to the north. A large stone stair-
case rises to a second floor in the northeast corner of the room. A hall
starts to the west. The exit is south.
Obvious exits: -North# -South# -West -Up

< 27h/27H 110v/111V Pos: standing >
You quickly scan the area.
A cavern snake who is close by above you.

< 27h/27H 110v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
Path of the Bloody Axe
   This path leads to the guild house of Clan Blood Axe. stone walls rise
up on the east and west sides of the stone covered path. The stones of the
path have all been painted red. There is a large door to the north. The
path continues to Strongstone Circle to the south.
Obvious exits: -North -South

< 27h/27H 109v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 27h/27H 109v/111V Pos: standing >
Northwest Corner of Strongstone Circle
   This street is constructed from large stones, each carved into the shape of
the Strongstone family crest. Various sounds echo in the vastness of the
cavern, hammers forging weapons, chisels cutting stone, vendors shouting out
trying to attract customers and the occasional final cry of someone losing
a conflict. The path of the Bloody Axe starts north. The Way of the Beast
starts to the west. Strongstone Circle continues to the east and south.
Obvious exits: -North -East -South -West

< 27h/27H 109v/111V Pos: standing >
You quickly scan the area.
A clansdwarf who is close by to your east.
A large cave bear who is close by to your east.
A clansdwarf who is close by to your east.
A clansdwarf who is not far off to your east.
A clansdwarf who is a brief walk away to your east.
A duergar guard who is close by to your west.
A duergar guard who is close by to your west.
A large steeder who is not far off to your west.
A clansdwarf who is not far off to your west.

< 27h/27H 110v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East -South# -West
A clansdwarf sits atop a large cave bear.

< 27h/27H 110v/111V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.
Southern End of The Street of Lost Clans
   The stones of this street are carved into the insignia of clans that
have been lost throughout history. Not all the stones are carved, some
smooth stones have yet to receive their memorial design. Sounds of the
city echo softly around, smoothed by the vastness of the cavern. The
occasional smell of prepared gourmet fungi wafts by, teasing you with
an enticing aroma. An occasional shout rises up, some from merchants,
others from conflict. stone buildings line both sides of the street, each
richly decorated by Clan Shatter stone. Strongstone Circle is accessed to
the south. The street continues north.
Obvious exits: -North -South
A clansdwarf looks through the merchants carts

< 27h/27H 109v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East -South# -West
A clansdwarf sits atop a large cave bear.

< 27h/27H 109v/111V Pos: standing >
Strongstone Circle
   This street is constructed of large stones, each carved into the shape
of the Strongstone family crest. The street is wide and spacious. Various
sounds echo softly in the vastness of the cavern. A featureless stone
structure occupies the south side of the street. The entrance to the house
of Clan Rock Biters Inn is north. Strongstone Circle continues east and west.
Obvious exits: -North# -East -South -West
A clansdwarf scans the area for vermin
A clansdwarf watches the area closely

< 27h/27H 109v/111V Pos: standing >
The door seems to be closed.

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 109v/111V Pos: standing >
Rock Biters Inn
   This inn has been setup and run by Clan Rock Biter, the Khildarak mining
clan. The various rooms of the inn have been carved from the mountain stone
and furnished to be made quite comfortable. A large desk sits against the
north wall. The second floor has been turned into a place of entertainment,
the commons room is east. The exit is south.
Obvious exits: -East -South -Up
A duergar guard watches the area intently
A duergar guard watches the area intently

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
You are carrying: (22/10)
[5] a small bandage
a long steel sword
a suit of spiked leather armor
a bronze skull cap
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a pair of studded leather sleeves
a roperskin cloak
a dwarf skin belt
a bag made from sewn rat skins
a piece of rune carved obsidian
a stout oaken cudgel
a steel warhammer
a two-handed sword
a steel short sword
a steel long sword
a small wooden mace

< 27h/27H 111v/111V Pos: standing >
The Commons Room
   This room is provided by the inn to allow citizens a place to leave
each other messages. It is devoid of any furnishing, only a large bulletin
board has been set up against the east wall. The exit is west.
Obvious exits: -West

< 27h/27H 110v/111V Pos: standing >
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a long steel sword.
You drop a suit of spiked leather armor.
You drop a bronze skull cap.
You drop some thick leather gloves.
You drop a pair of studded leather boots.
You drop a pair of studded leather leggings.
You drop a pair of studded leather sleeves.
You drop a roperskin cloak.
You drop a dwarf skin belt.
You drop a bag made from sewn rat skins.
You drop a piece of rune carved obsidian.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a steel short sword.
You drop a steel long sword.
You drop a small wooden mace.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a long steel sword.
You drop a suit of spiked leather armor.
You drop a bronze skull cap.
You drop some thick leather gloves.
You drop a pair of studded leather boots.
You drop a pair of studded leather leggings.
You drop a pair of studded leather sleeves.
You drop a roperskin cloak.
You drop a dwarf skin belt.
You drop a bag made from sewn rat skins.
You drop a piece of rune carved obsidian.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a steel short sword.
A suit of spiked leather armor crumbles to dust and blows away.
A bronze skull cap crumbles to dust and blows away.
Some thick leather gloves crumbles to dust and blows away.
A pair of studded leather boots crumbles to dust and blows away.
A pair of studded leather leggings crumbles to dust and blows away.
A pair of studded leather sleeves crumbles to dust and blows away.
A roperskin cloak crumbles to dust and blows away.
A dwarf skin belt crumbles to dust and blows away.
A bag made from sewn rat skins crumbles to dust and blows away.
A piece of rune carved obsidian crumbles to dust and blows away.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a long steel sword.
You drop a suit of spiked leather armor.
You drop a bronze skull cap.
You drop some thick leather gloves.
You drop a pair of studded leather boots.
You drop a pair of studded leather leggings.
You drop a pair of studded leather sleeves.
You drop a roperskin cloak.
You drop a dwarf skin belt.
You drop a bag made from sewn rat skins.
You drop a piece of rune carved obsidian.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a steel short sword.

< 27h/27H 111v/111V Pos: standing >
You do not seem to have anything.

< 27h/27H 111v/111V Pos: standing >
You stop using a thin steel dagger.
You stop using a thin steel dagger.

< 27h/27H 111v/111V Pos: standing >
You drop a thin steel dagger.
You drop a thin steel dagger.

< 27h/27H 111v/111V Pos: standing >
The Commons Room
Obvious exits: -West
[2] A steel dagger has been tossed aside here.
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 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.
A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.

< 27h/27H 111v/111V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
   invisibility
  *ultravision
  *dayblind
  *vulnerable to sun
  *magical reduction
  *rapier and dirk

< 27h/27H 111v/111V Pos: standing >
Skill
1h bludgeon                    6
1h flaying                    15
1h piercing                    5
1h slashing                   10
2h bludgeon                   10
2h flaying                    16
2h slashing                   11
appraise                  (obtained at level 20)
backstab                       5
bandage                        6
carve                         12
climb                          7
double attack                 12
double headbutt           (obtained at level 56)
dual wield                     8
fishing                        9
headbutt                       7
hide                          17
kick                           9
mount                         15
parry                         14
reach weapons             (obtained at level 30)
rescue                    (obtained at level 10)
retreat                       10
riposte                        6
salvage                        6
shield block                   9
swim                           5
switch opponents          (obtained at level 51)
tackle                    (obtained at level 20)
throat crush              (obtained at level 51)
track                         20
triple attack             (obtained at level 53)
unarmed damage                11
Skill
1h bludgeon                    6
1h flaying                    15
1h piercing                    5
1h slashing                   10
2h bludgeon                   10
2h flaying                    16
2h slashing                   11
appraise                  (obtained at level 20)
backstab                       5
bandage                        6
carve                         12
climb                          7
double attack                 12
double headbutt           (obtained at level 56)
dual wield                     8
fishing                        9
headbutt                       7
hide                          17
kick                           9
mount                         15
parry                         14
reach weapons             (obtained at level 30)
rescue                    (obtained at level 10)
retreat                       10
riposte                        6
salvage                        6
shield block                   9
swim                           5
switch opponents          (obtained at level 51)
tackle                    (obtained at level 20)
throat crush              (obtained at level 51)
track                         20
triple attack             (obtained at level 53)
unarmed damage                11

< 27h/27H 111v/111V Pos: standing >
You have now turned Paging mode off.

< 27h/27H 111v/111V Pos: standing >
Rock Biters Inn
   This inn has been setup and run by Clan Rock Biter, the Khildarak mining
clan. The various rooms of the inn have been carved from the mountain stone
and furnished to be made quite comfortable. A large desk sits against the
north wall. The second floor has been turned into a place of entertainment,
the commons room is east. The exit is south.
Obvious exits: -East -South# -Up
A duergar guard watches the area intently
A duergar guard watches the area intently

< 27h/27H 110v/111V Pos: standing >
Ok.

< 27h/27H 110v/111V Pos: standing >
Strongstone Circle
   This street is constructed of large stones, each carved into the shape
of the Strongstone family crest. The street is wide and spacious. Various
sounds echo softly in the vastness of the cavern. A featureless stone
structure occupies the south side of the street. The entrance to the house
of Clan Rock Biters Inn is north. Strongstone Circle continues east and west.
Obvious exits: -North -East -South -West
A clansdwarf watches the area closely
A clansdwarf scans the area for vermin

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 109v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, expertly laid, each carved into the
Strongstone family crest. The stones are of the finest quality, each smooth
and unblemished. The street is wide and spacious, allowing citizens to move
freely about their business mixed in with merchants and their carts. A
featureless stone structure occupies the south side of the street. The
Street of Lost Clans leaves north. Strongstone Circle continues east
and west.
Obvious exits: -North -East -South# -West

< 27h/27H 109v/111V Pos: standing >
The door seems to be closed.

< 27h/27H 109v/111V Pos: standing >
The door seems to be closed.

< 27h/27H 109v/111V Pos: standing >
Ok.

< 27h/27H 109v/111V Pos: standing >
It's already open!

< 27h/27H 110v/111V Pos: standing >
Northwest Corner of Strongstone Circle
   This street is constructed from large stones, each carved into the shape of
the Strongstone family crest. Various sounds echo in the vastness of the
cavern, hammers forging weapons, chisels cutting stone, vendors shouting out
trying to attract customers and the occasional final cry of someone losing
a conflict. The path of the Bloody Axe starts north. The Way of the Beast
starts to the west. Strongstone Circle continues to the east and south.
Obvious exits: -North -East -South -West
A clansdwarf sits atop a large cave bear.

< 27h/27H 109v/111V Pos: standing >
Strongstone Circle
   This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The street is wide and spacious. The
various buildings of the stronghold can be seen to the north. To the south
the cavern wall can be seen rising up into the darkness. Archers shelters
line the east and west sides of the street. Strongstone Circle continues to
the north and south.
Obvious exits: -North -South

< 27h/27H 108v/111V Pos: standing >
Southwest Corner of Strongstone Circle
   This is the southwest corner of Strongstone circle. The street is
constructed of large stones, each carved into the shape of the Strongstone
family crest. The stones are well crafted, their surface as smooth as glass.
A stone archer shelter lies to the west, allowing archers to defend the
pavilion from within. Strongstone Circle continues to the north and east.
Obvious exits: -North -East
A cavern snake coils and strikes

< 27h/27H 108v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen in Strongstone Pavilion to the
east. Archer shelters block the way north. The street continues west.
Obvious exits: -East -West

< 27h/27H 107v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 27h/27H 107v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 27h/27H 108v/111V Pos: standing >
A cavern snake enters from the west.
Alas, you cannot go that way. . . .

< 27h/27H 108v/111V Pos: standing >
A cavern snake suddenly attacks YOU!
A cavern snake's weak bite wounds you.
Sorry, you aren't allowed to do that in combat.

< 26h/27H 108v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 26h/27H 108v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 26h/27H 108v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 26h/27H 108v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 A cavern snake bites you!

< 26h/27H 108v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 You attempt to flee...
Southwest Corner of Strongstone Circle
   This is the southwest corner of Strongstone circle. The street is
constructed of large stones, each carved into the shape of the Strongstone
family crest. The stones are well crafted, their surface as smooth as glass.
A stone archer shelter lies to the west, allowing archers to defend the
pavilion from within. Strongstone Circle continues to the north and east.
Obvious exits: -North -East
You flee westward!

< 26h/27H 77v/111V Pos: standing >
Saving Zal.

< 26h/27H 77v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen in Strongstone Pavilion to the
east. Archer shelters block the way north. The street continues west.
Obvious exits: -East -West
A cavern snake coils and strikes

< 26h/27H 77v/111V Pos: standing >
A cavern snake suddenly attacks YOU!
A cavern snake's weak bite wounds you.
Sorry, you aren't allowed to do that in combat.

< 25h/27H 77v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 77v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 77v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 77v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 77v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 You attempt to flee...
Southwest Corner of Strongstone Circle
   This is the southwest corner of Strongstone circle. The street is
constructed of large stones, each carved into the shape of the Strongstone
family crest. The stones are well crafted, their surface as smooth as glass.
A stone archer shelter lies to the west, allowing archers to defend the
pavilion from within. Strongstone Circle continues to the north and east.
Obvious exits: -North -East
You flee westward!

< 25h/27H 52v/111V Pos: standing >
Saving Zal.

< 25h/27H 52v/111V Pos: standing >
Strongstone Circle
   This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen in Strongstone Pavilion to the
east. Archer shelters block the way north. The street continues west.
Obvious exits: -East -West
A cavern snake coils and strikes

< 25h/27H 53v/111V Pos: standing >
Strongstone Pavilion
   This area is a shrine to the founder of the city, Khildarak Strongstone.
A huge stone statue has been erected in his honor. A fountain of pure
spring water surrounds the statue, refreshed from some natural resource
below. Archer shelters surround the pavilion, stone buildings with a
horizontal slit running through each, allowing archers to defend the area
from within. The shelters enclose the area on all sides, with one half-
circle shaped building to the north, surrounding the statue, and smaller
buildings to the east and west. The southern cavern wall lies to the south,
city streets start to the east and west.
Obvious exits: -East -South -West
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 cave bear.
A clansdwarf sits atop a large steeder.
A cavern snake coils and strikes
The Khildarak Quartermaster stands here.

< 25h/27H 52v/111V Pos: standing >
A cavern snake enters from the west.
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

< 25h/27H 51v/111V Pos: standing >
A cavern snake enters from the north.
A cavern snake enters from the north.
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

< 25h/27H 51v/111V Pos: standing >
A cavern snake enters from below.
A cavern snake enters from below.
A cavern snake suddenly attacks YOU!
A cavern snake misses you.
A cavern snake suddenly attacks YOU!
A cavern snake misses you.
Sorry, you aren't allowed to do that in combat.

< 25h/27H 51v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 51v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 51v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 25h/27H 51v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 A Stairway Carved In Stone
Obvious exits: -North -Up -Down
A cavern snake stands here, fighting YOU!
A cavern snake stands here, fighting YOU!

< 25h/27H 51v/111V Pos: standing >
< T: Zal TP: sta TC:few scratches E: snake sta EP: excellent >
 You attempt to flee...
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
You flee upward!

< 25h/27H 22v/111V Pos: standing >
Saving Zal.

< 25h/27H 22v/111V Pos: standing >
A cavern snake enters from below.

< 25h/27H 23v/111V 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

< 25h/27H 22v/111V 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

< 25h/27H 21v/111V 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

< 25h/27H 21v/111V 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

< 25h/27H 20v/111V 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

< 25h/27H 19v/111V 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

< 25h/27H 18v/111V 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

< 25h/27H 18v/111V 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

< 25h/27H 17v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/27H 17v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/27H 18v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/27H 18v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/27H 18v/111V Pos: standing >
Alas, you cannot go that way. . . .

< 25h/27H 18v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South -Down

< 25h/27H 19v/111V 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 clansdwarf watches the area closely
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

< 25h/27H 19v/111V Pos: standing >
You quickly scan the area.
You see nothing.

< 26h/27H 20v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North -South
An intent duergar inquisitor searches the town for invaders.
A clansdwarf watches the area closely
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

< 26h/27H 21v/111V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 26h/27H 22v/111V Pos: standing >
Hint: You take more damage if you're sitting or reclining, so be sure to "stand" if someone knocks you down in battle.

< 26h/27H 23v/111V Pos: standing >

< 26h/27H 25v/111V Pos: standing >
Someone completes her spell...
Someone utters the word 'abrazak'

< 27h/27H 27v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North -South
A clansdwarf watches the area closely
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

< 27h/27H 29v/111V Pos: standing >

< 27h/27H 34v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North -South
A clansdwarf watches the area closely
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

< 27h/27H 35v/111V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw qare'

< 27h/27H 43v/111V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 27h/27H 43v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North -South
A clansdwarf watches the area closely
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

< 27h/27H 46v/111V Pos: standing >
Ok.

< 27h/27H 59v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
Obvious exits: -North# -South
A clansdwarf watches the area closely
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

< 27h/27H 60v/111V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw oaae'

< 27h/27H 65v/111V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 27h/27H 65v/111V Pos: standing >
A duergar guard snaps into visibility.

< 27h/27H 70v/111V Pos: standing >
A duergar guard completes his spell...
A duergar guard utters the word 'efaoai'
A gigantic red dragon  appears from nowhere!
A gigantic red dragon's impressive claw grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
A gigantic red dragon's claw finds your vital organs and rips them out, killing you instantly.