The death of [19 Warrior] Drego (Thri-Kreen)

in A Large Ravine

from the perspective of [19 Warrior] Drego (Thri-Kreen)

<worn around neck>   a holy silver medallion [superior]
<worn about waist>   a thick leather belt
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       a pair of studded leather sleeves
<worn on lower arms> a pair of studded leather sleeves
<worn around wrist>  a thick spiked leather bracer
<worn around wrist>  a thick spiked leather bracer
<worn on lower wrist>a thick spiked leather bracer
<worn on hands>      some flaming bronze gauntlets
<worn on lower hands>some thick leather gloves
<wielding twohanded> a double-bladed gythka
<third weapon>       a crystalline chatkcha (glowing)
<fourth weapon>      a crystalline chatkcha (glowing)
<worn on legs>       some white leggings [superior]

A Chamber Filled with Furs
   Piles of furs, ranging from bear and boar, to deer and fox, take up most
of this room. Their mere presence seems to add warmth tot he cave, thought this
heat can also be contributed to the nearby cooking pit. Furs have been hung
from several locations along the stone walls, warding off any cold that may
try to seep through from the gray rock. A few broken weapons and tattered
pieces of armor can be seen amongst the furs, remains from those who were
ambushed by the thri-kreens years ago. From the plush surroundings it is
obvious that this area is used for sleeping and relaxation, which is peculiar.
Obvious exits: -East 
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.

< 200h/200H 163v/163V Pos: standing >
 Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
<None>

There are 0 visible god(s) on.

 Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[19 Warrior         ] Drego (Thri-Kreen)
[50 Enslaver        ] Tratten Balance Necros The Empire (Githzerai)
[34 Huntsman        ] Garem (Centaur)
[52 Necrolyte       ] Sgan Troll of The Empire (inv) (Gnome)
[52 Reaper          ] Kibo Allahling - The Empire (inv) (Gnome)
[54 Shadowmage      ] Sha Delete Calming The Empire (Grey Elf)
[25 Ethermancer     ] Wuna (Grey Elf)
[51 Holyman         ] Moxo Balance Necros The Empire (Gnome)
[26 Warrior         ] Rayos Allahling - The Empire (Dwarf)

There are 9 mortal(s) on.

Total visible players: 9.
Record number of connections this boot: 29.
There are evil(s) online.

< 200h/200H 163v/163V Pos: standing >
A Treacherous Turning Point
   This huge junction of tunnels makes an enormous advantage to whomever would
control its access points. The cavern gives access towards the rest of the
underground. Fungus on the cavern floor makes footing hazardous. Years of
weathering have taken its toll, huge cracks are evident among the huge cavern
floor. Water drips from the stalagmites above. These stalagmites look unstable
and are enormous enough to instantly crush any living thing that it pleases.
Holes and large cracks in the cavern walls make this place an ideal spot for
an ambush.
Obvious exits: -North -East  -South -West 

< 200h/200H 162v/163V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East  -South -West 
An owl feather lays here.
A slimy mold oozes across the cavern floor.

< 200h/200H 161v/163V Pos: standing >
You have just begun the trek to your next level!

< 200h/200H 163v/163V Pos: standing >
[Damage:  8 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: few scratches >
 A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: few scratches >
 [Damage:  9 ] Your slash strikes a slimy mold.
[Damage: 10 ] Your impressive slash strikes a slimy mold hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 You parry a slimy mold's lunge at you.
A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 A slimy mold oozes in from the south.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 A slimy mold misses you.
You parry a slimy mold's lunge at you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 [Damage:  8 ] Your slash strikes a slimy mold hard.
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage:  8 ] Your slash strikes a slimy mold hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 You dodge a slimy mold's vicious attack.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold hard.
[Damage:  5 ] Your fine slash strikes a slimy mold.
[Damage:  7 ] Your fine slash strikes a slimy mold hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 You dodge a slimy mold's vicious attack.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold very hard.
[Damage:  9 ] Your slash seriously wounds a slimy mold.
[Damage:  6 ] Your fine slash strikes a slimy mold very hard.
[Damage:  5 ] Your fine slash strikes a slimy mold very hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 A slimy mold misses you.
You dodge a slimy mold's vicious attack.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 You parry a slimy mold's lunge at you.
You dodge a slimy mold's vicious attack.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 [Damage:  8 ] Your fine slash seriously wounds a slimy mold.
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage:  4 ] Your decent slash strikes a slimy mold very hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 You dodge a slimy mold's vicious attack.
A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 [Damage:  8 ] Your fine slash enshrouds a slimy mold in a mist of blood.
[Damage:  5 ] Your slash enshrouds a slimy mold in a mist of blood.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 You parry a slimy mold's lunge at you.
A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 [Damage: 10 ] Your slash hits a slimy mold.
A slimy mold 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 slimy mold's gurgling and choking signals its demise.

< 200h/200H 163v/163V Pos: standing >
You are still a very long way from your next level.

< 200h/200H 163v/163V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -South -West 
A slimy mold oozes across the cavern floor.

< 200h/200H 162v/163V Pos: standing >
[Damage: 10 ] Your slash strikes a slimy mold hard.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 You dodge a slimy mold's vicious attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 [Damage:  7 ] Your fine slash strikes a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 Autosaving...

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 You dodge a slimy mold's vicious attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold hard.
[Damage:  8 ] Your fine slash strikes a slimy mold hard.
[Damage:  5 ] Your slash strikes a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 You feel your skill in parry improving.
You dodge a slimy mold's vicious attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 Your sloppy kick is easily avoided by a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold very hard.
[Damage:  4 ] Your decent slash strikes a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 You parry a slimy mold's lunge at you.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 [Damage:  6 ] Your fine slash strikes a slimy mold very hard.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 A slimy mold misses you.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 Your sloppy kick is easily avoided by a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 [Damage:  8 ] Your fine slash seriously wounds a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 You dodge a slimy mold's vicious attack.
You feel your skill in riposte improving.
You parry a slimy mold's lunge at you.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 A slimy mold misses you.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: pretty hurt >
 [Damage:  6 ] Your fine slash seriously wounds a slimy mold.
[Damage:  6 ] Your slash seriously wounds a slimy mold.
[Damage: 10 ] Your impressive slash causes a slimy mold to grimace in pain.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 Your sloppy kick is easily avoided by a slimy mold.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 You dodge a slimy mold's vicious attack.
You leap into the air, avoiding a slimy mold's attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  awful >
 [Damage:  8 ] Your slash grievously wounds a slimy mold.
A slimy mold is mortally wounded, and will die soon, if not aided.
[Damage:  5 ] Your slash hits a slimy mold.
A slimy mold 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 slimy mold's gurgling and choking signals its demise.

< 200h/200H 162v/163V Pos: standing >
Kick who?

< 200h/200H 163v/163V Pos: standing >
Centaur - Last Edited: 2010-08-28 02:27:48 by kitsero
=====================================================
Centaurs are a half horse, half human race, with the upper half looking
like a human, and the lower half looking like a large draft horse.
Centaurs are quiet, forest dwelling creatures from a far off forest
covered land. Being a secluded race, Centaurs are shy and slow to trust.

Centaur have been known to allow close friends to ride upon their saddled
backs. Flailing hooves will greet one who mounts without prior consent.

Centaur are a very powerful race and have both great strength and hearty
constitution. Being 1/2 horse, they can out-distance any other race in
the world, being able to travel miles a day without growing tired. 

Centaur Rangers are so good with the bow that they gain a +2 to hit and
a +1 on damage, due to their great strength. Their flighty nature and
awareness with their environment allows them to be always AWARE and thus
it is difficult to backstab them. 

Due to their odd body shape, Centaur cannot be bashed by any creature
of smaller stature.

Centaur can't wear anything on their legs or feet. It is said they wear 
tail rings to attract those of opposite gender.

==Weakness==
Warning: Centaurs are a flighty race by nature, and thus ALWAYS flee when
they hear the roar of a dragon. In fact, they flee quite a lot. It is said
that a certain song sung by the Bards of Duris may calm Centaurs, thus
allowing them to face the might of dragons.

==See also==
* Archery
* Innate 
* Doorkick 
* Marigot
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist

==Racial Statistics==
Strength    : 140
Agility     : 90
Dexterity   : 90
Constitution: 155
Power       : 65
Intelligence: 80
Wisdom      : 90
Charisma    : 90
Luck        : 90
Karma       : 100

==Racial Traits==
Combat Pulse : bad
Spell Pulse  : poor

==Innate abilities==
*horse body
 doorkick
 stampede (obtained at level 21)
*two-handed sword mastery (obtained at level 31)
'*' Designates passive ability.

Centaur - Last Edited: 2010-08-28 02:27:48 by kitsero
=====================================================
Centaurs are a half horse, half human race, with the upper half looking
like a human, and the lower half looking like a large draft horse.
Centaurs are quiet, forest dwelling creatures from a far off forest
covered land. Being a secluded race, Centaurs are shy and slow to trust.

Centaur have been known to allow close friends to ride upon their saddled
backs. Flailing hooves will greet one who mounts without prior consent.

Centaur are a very powerful race and have both great strength and hearty
constitution. Being 1/2 horse, they can out-distance any other race in
the world, being able to travel miles a day without growing tired. 

Centaur Rangers are so good with the bow that they gain a +2 to hit and
a +1 on damage, due to their great strength. Their flighty nature and
awareness with their environment allows them to be always AWARE and thus
it is difficult to backstab them. 

Due to their odd body shape, Centaur cannot be bashed by any creature
of smaller stature.

Centaur can't wear anything on their legs or feet. It is said they wear 
tail rings to attract those of opposite gender.

==Weakness==
Warning: Centaurs are a flighty race by nature, and thus ALWAYS flee when
they hear the roar of a dragon. In fact, they flee quite a lot. It is said
that a certain song sung by the Bards of Duris may calm Centaurs, thus
allowing them to face the might of dragons.

==See also==
* Archery
* Innate 
* Doorkick 
* Marigot
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Ranger      : Blademaster, Huntsman, Marshall
* Druid       : Forest Druid, Storm Druid
* Shaman      : Elementalist, Spiritualist, Animalist

==Racial Statistics==
Strength    : 140
Agility     : 90
Dexterity   : 90
Constitution: 155
Power       : 65
Intelligence: 80
Wisdom      : 90
Charisma    : 90
Luck        : 90
Karma       : 100

==Racial Traits==
Combat Pulse : bad
Spell Pulse  : poor

==Innate abilities==
*horse body
 doorkick
 stampede (obtained at level 21)
*two-handed sword mastery (obtained at level 31)
'*' Designates passive ability.


< 200h/200H 163v/163V Pos: standing >
The following help topics matched your search:
 Duergar dwarf
 Mountain dwarf


< 200h/200H 163v/163V Pos: standing >
A slimy mold oozes in from the south.

< 200h/200H 163v/163V Pos: standing >
Mountain dwarf - Last Edited: 2010-08-28 02:36:10 by kitsero
============================================================
Preferring to dwell in fortresses built into huge mountain ranges,
mountain dwarves are a mining race known for their fine craftsmanship of
weapons and armor. They are good-natured, sturdy, fearsome warriors who
possess, due to extremely dense muscle and bone structure, high endurance.
Stronger and wiser than humans, mountain dwarves tend to live to be 
hundreds of years old and often acquire great wisdom with their age. This 
accumulation of intense wisdom frequently induces many of this race to 
become mentors later in life. Mountain dwarves are born with natural 
infravision, which allows them to maneuver quite skillfully in the dark. 
They are well respected among most of the other races, and often trade 
among the general colonies. Mountain dwarves hold a deep abhorrence for the
races of the Underdark, particularly their evil cousins, the gray dwarves, 
more commonly known as Duergar.

Dwarves can complete an in-game quest to become a Berserker.

==Strengths==
Mountain Dwarves and Duergar Dwarves have survived long against magic. Thus,
the dwarves have developed a damage reduction innate towards the most general
magic. 

==See also==
* Infravision
* Innate
* Races 


==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 135
Agility     : 85
Dexterity   : 95
Constitution: 120
Power       : 90
Intelligence: 85
Wisdom      : 125
Charisma    : 80
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : bad
Spell Pulse  : good

==Innate abilities==
 strength
*infravision
*hammer master (obtained at level 31)
*axe master (obtained at level 11)
*hatred (obtained at level 21)
*magical reduction
*giant avoidance
'*' Designates passive ability.

Mountain dwarf - Last Edited: 2010-08-28 02:36:10 by kitsero
============================================================
Preferring to dwell in fortresses built into huge mountain ranges,
mountain dwarves are a mining race known for their fine craftsmanship of
weapons and armor. They are good-natured, sturdy, fearsome warriors who
possess, due to extremely dense muscle and bone structure, high endurance.
Stronger and wiser than humans, mountain dwarves tend to live to be 
hundreds of years old and often acquire great wisdom with their age. This 
accumulation of intense wisdom frequently induces many of this race to 
become mentors later in life. Mountain dwarves are born with natural 
infravision, which allows them to maneuver quite skillfully in the dark. 
They are well respected among most of the other races, and often trade 
among the general colonies. Mountain dwarves hold a deep abhorrence for the
races of the Underdark, particularly their evil cousins, the gray dwarves, 
more commonly known as Duergar.

Dwarves can complete an in-game quest to become a Berserker.

==Strengths==
Mountain Dwarves and Duergar Dwarves have survived long against magic. Thus,
the dwarves have developed a damage reduction innate towards the most general
magic. 

==See also==
* Infravision
* Innate
* Races 


==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* BeRSeRKeR   : MaUleR, RaGeloRd

==Racial Statistics==
Strength    : 135
Agility     : 85
Dexterity   : 95
Constitution: 120
Power       : 90
Intelligence: 85
Wisdom      : 125
Charisma    : 80
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : bad
Spell Pulse  : good

==Innate abilities==
 strength
*infravision
*hammer master (obtained at level 31)
*axe master (obtained at level 11)
*hatred (obtained at level 21)
*magical reduction
*giant avoidance
'*' Designates passive ability.


< 200h/200H 163v/163V Pos: standing >
Within a Domed Cavern
Obvious exits: -South -West 
The corpse of a slimy mold is lying here.
A slimy mold oozes across the cavern floor.

< 200h/200H 163v/163V Pos: standing >
[Damage:  8 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: few scratches >
 You feel your skill in parry improving.
A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP: few scratches >
 [Damage:  9 ] Your slash strikes a slimy mold.
[Damage:  5 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 You dodge a slimy mold's vicious attack.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  small wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold.
[Damage:  6 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 A slimy mold misses you.
You parry a slimy mold's lunge at you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 [Damage: 10 ] Your impressive slash strikes a slimy mold hard.
[Damage:  6 ] Your fine slash strikes a slimy mold.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 You parry a slimy mold's lunge at you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  few wounds >
 You feel your skill in double attack improving.
[Damage:  9 ] Your fine slash strikes a slimy mold very hard.
You try to find a vital spot on your enemy, but its body is too amorphous!
[Damage: 10 ] Your impressive slash strikes a slimy mold very hard.
[Damage:  6 ] Your fine slash strikes a slimy mold hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 You feel your skill in parry improving.
You dodge a slimy mold's vicious attack.
A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 [Damage:  8 ] Your fine slash strikes a slimy mold very hard.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 A slimy mold misses you.

< 200h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: slimy sta EP:  nasty wounds >
 You dodge a slimy mold's vicious attack.
A slimy mold's punch strikes you.
[Damage:  6 ] Your kick contacts with a slimy mold, dislodging little pieces of it.

< 190h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:few scratches E: slimy sta EP: pretty hurt >
 [Damage:  8 ] Your slash seriously wounds a slimy mold.

< 190h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:few scratches E: slimy sta EP: pretty hurt >
 A slimy mold's punch strikes you.
You deflect a slimy mold's blow and strike back at it!
[Damage:  8 ] Your fine slash seriously wounds a slimy mold.

< 180h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:few scratches E: slimy sta EP:  awful >
 [Damage: 10 ] Your impressive slash enshrouds a slimy mold in a mist of blood.
[Damage:  5 ] Your fine slash enshrouds a slimy mold in a mist of blood.

< 180h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:few scratches E: slimy sta EP:  awful >
 You parry a slimy mold's lunge at you.

< 180h/200H 163v/163V Pos: standing >
< T: Drego TP: sta TC:few scratches E: slimy sta EP:  awful >
 [Damage:  8 ] Your slash critically injures a slimy mold.
A slimy mold is mortally wounded, and will die soon, if not aided.
[Damage:  4 ] Your decent slash hits a slimy mold.
A slimy mold 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 slimy mold's gurgling and choking signals its demise.

< 180h/200H 163v/163V Pos: standing >
You have gained some progress, and are nearing the half-way point in the trek to your next level.

< 182h/200H 163v/163V Pos: standing >
Alas, you cannot go that way. . . .

< 182h/200H 163v/163V Pos: standing >
Within a Domed Cavern
   The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East  -South -West 
The corpse of a slimy mold is lying here.
An owl feather lays here.

< 182h/200H 162v/163V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East  -West 

< 182h/200H 161v/163V Pos: standing >
Among the Cracked Tunnels
   Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East  -West 

< 183h/200H 160v/163V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East  -West  -Up   

< 183h/200H 160v/163V 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 

< 183h/200H 160v/163V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -North -South -West  -Up    -Down 

< 183h/200H 159v/163V Pos: standing >
A Long Narrow Shaft
   This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East  -West  -Up    -Down 

< 183h/200H 159v/163V 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 

< 183h/200H 159v/163V Pos: standing >
The boulder seems to be closed.

< 183h/200H 160v/163V Pos: standing >
Ok.

< 184h/200H 163v/163V Pos: standing >
Deep Within a Ravine
   The tropical tree's sprout up a good forty feet into the air. The animals
sirt restlessly within the thick of the forest's ground. Some of the more
versatile animals fly through the air and land roughly onto other trees. Many
insects buzz through the air and rummage through the ground. Tropical forests
are notorious for their ability to weed out the hardened traveler from those
who just want to play with nature for a few days. It is here that men are
separated from the boys. The ability to withstand a night within this forest
is highly overestimated, for once you've journeyed far and wide into a tropical
forest such as this, you'd be forced to stay the night. It is here that the
ants get you. You might wake up in the morning and find yourself one big
swollen whelp, or you might find that some bat took a scat on your person. Now
snakes are a real threat too, you could also wake up to find some boa wrapped
around you so tightly that you'd be unable to breath. You might wake up and
discover some anaconda has swallowed your friend during the middle of the
the night. Worst case scenario, you might not wake up at all.
Obvious exits: -Up    -Down 

< 184h/200H 162v/163V Pos: standing >
A Large Ravine
   This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East  -South -West  -Up    -Down 
A large cabin looks abandoned.

< 184h/200H 159v/163V Pos: standing >
Autosaving...

< 199h/200H 163v/163V Pos: standing >
You quickly scan the area.
A thri-kreen detention sentry who is close by to your north.
A thri-kreen scout who is rather far off above you.

< 200h/200H 163v/163V Pos: standing >
A Huge Cave Opening
   Huge booted prints lead along the dirt path here, making their way up to
the very entrance of a massive cave. Broken branches from the rugged mountain
bushes have been scattered around the cavern entrance, though they do little
to hide its existence. Over twenty feet across, this gaping hole seems large
enough to contain a fearsome monster. All is silent around the area, even
the birds seeming to prefer a nesting place from this wound on the
mountain's side.
Obvious exits: -South
A large cave is barely visible.
A thri-kreen detention sentry guards the cave.

< 200h/200H 162v/163V Pos: standing >
You dodge a bash from a thri-kreen detention sentry, who loses its balance and falls.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri kne EP: excellent >
 [Damage:  8 ] Your fine slash strikes a thri-kreen detention sentry.
You score a CRITICAL HIT!!!!!
[Damage: 12 ] Your slash strikes a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri kne EP: few scratches >
 Sorry, you aren't allowed to do that in combat.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri kne EP: few scratches >
 A thri-kreen detention sentry deftly blocks your kick with its forearm.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri kne EP: few scratches >
 A thri-kreen detention sentry rises to its feet.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri sta EP: few scratches >
 A thri-kreen detention sentry leaps into the air, avoiding your attack.
A thri-kreen detention sentry dodges your futile attack.
A thri-kreen detention sentry leaps into the air, avoiding your attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri sta EP: few scratches >
 You dodge a thri-kreen detention sentry's vicious attack.
A thri-kreen detention sentry misses you.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri sta EP: few scratches >
 A thri-kreen detention sentry dodges your futile attack.
A thri-kreen detention sentry leaps into the air, avoiding your attack.

< 200h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:excellent E: thri sta EP: few scratches >
 A thri-kreen detention sentry's fine punch strikes you.
You dodge a thri-kreen detention sentry's vicious attack.
You are knocked to the ground by a thri-kreen detention sentry's mighty bash!

< 183h/200H 162v/163V Pos: sitting >
< T: Drego TP: sit TC:few scratches E: thri sta EP: few scratches >
 A thri-kreen detention sentry dodges your futile attack.
A thri-kreen detention sentry dodges your futile attack.

< 183h/200H 162v/163V Pos: sitting >
< T: Drego TP: sit TC:few scratches E: thri sta EP: few scratches >
 A thri-kreen detention sentry's punch strikes you hard.
A thri-kreen detention sentry misses you.

< 163h/200H 162v/163V Pos: sitting >
< T: Drego TP: sit TC: small wounds E: thri sta EP: few scratches >
 Maybe you should get on your feet first?

< 163h/200H 162v/163V Pos: sitting >
< T: Drego TP: sit TC: small wounds E: thri sta EP: few scratches >
 You clamber to your feet.

< 163h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: small wounds E: thri sta EP: few scratches >
 A thri-kreen detention sentry dodges your futile attack.
You miss a thri-kreen detention sentry.

< 163h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: small wounds E: thri sta EP: few scratches >
 A thri-kreen detention sentry's fine punch strikes you.
A thri-kreen detention sentry leaps towards you and sinks its jaws dripping with venom deep in your flesh.
You feel very sick.

< 138h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP: few scratches >
 [Damage:  7 ] Your fine slash strikes a thri-kreen detention sentry.

< 138h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 A thri-kreen detention sentry's fine punch strikes you hard.
A thri-kreen detention sentry's fine punch strikes you hard.

< 110h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 [Damage: 12 ] You leap towards a thri-kreen detention sentry and sink your jaws dripping with venom deep in its flesh.

< 110h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 A thri-kreen detention sentry leaps into the air, avoiding your attack.
You miss a thri-kreen detention sentry.

< 110h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 You dodge a thri-kreen detention sentry's vicious attack.
You dodge a thri-kreen detention sentry's vicious attack.

< 110h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 A thri-kreen detention sentry leaps into the air, avoiding your attack.
A thri-kreen detention sentry leaps into the air, avoiding your attack.
You miss a thri-kreen detention sentry.
You score a CRITICAL HIT!!!!!
[Damage: 10 ] Your impressive slash strikes a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.

< 110h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: few wounds E: thri sta EP:  small wounds >
 You dodge a thri-kreen detention sentry's vicious attack.
A thri-kreen detention sentry's fine punch strikes you very hard.

< 95h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  small wounds >
 You miss a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.

< 95h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  small wounds >
 Your muscles contract suddenly as toxin attacks your neural system.
You feel your skill in parry improving.
You leap into the air, avoiding a thri-kreen detention sentry's attack.
You parry a thri-kreen detention sentry's lunge at you.

< 95h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  small wounds >
 [Damage:  7 ] You leap towards a thri-kreen detention sentry and sink your jaws dripping with venom deep in its flesh.
A thri-kreen detention sentry shivers slightly.

< 95h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  few wounds >
 You miss a thri-kreen detention sentry.
You miss a thri-kreen detention sentry.
A thri-kreen detention sentry dodges your futile attack.

< 95h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  few wounds >
 You parry a thri-kreen detention sentry's lunge at you.
A thri-kreen detention sentry's fine punch strikes you very hard.
A thri-kreen detention sentry leaps towards you and sinks its jaws dripping with venom deep in your flesh.
You feel even more ill.

< 69h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  few wounds >
 You miss a thri-kreen detention sentry.

< 69h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri sta EP:  few wounds >
 You parry a thri-kreen detention sentry's lunge at you.
You dodge a bash from a thri-kreen detention sentry, who loses its balance and falls.

< 69h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC: nasty wounds E: thri kne EP:  few wounds >
 You suddenly feel sick as a thri-kreen detention sentry's poison reaches your vital organs.
OUCH!  That really did HURT!

< 36h/200H 162v/163V Pos: standing >
< T: Drego TP: sta TC:pretty hurt E: thri kne EP:  few wounds >
 You attempt to flee...
A Large Ravine
   This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East  -South -West  -Up    -Down 
A large cabin looks abandoned.
You flee southward!

< 36h/200H 138v/163V Pos: standing >
You attempt to bandage yourself.

< 37h/200H 146v/163V Pos: standing >
Your muscles contract suddenly as toxin attacks your neural system.

< 37h/200H 147v/163V Pos: standing >
You continue bandaging yourself.

< 44h/200H 148v/163V Pos: standing >
You are not focused enough, you destroy the bandage.
You are no longer being bandaged.
You sit down and relax.

< 45h/200H 152v/163V Pos: sitting >
You nod off.

< 46h/200H 163v/163V Pos: sitting >
Your muscles contract suddenly as toxin attacks your neural system.

< 48h/200H 163v/163V Pos: on your ass >
Your muscles contract suddenly as toxin attacks your neural system.

< 56h/200H 163v/163V Pos: on your ass >
The taste of blood slowly fades from your body.

< 111h/200H 163v/163V Pos: on your ass >
Autosaving...

< 113h/200H 163v/163V Pos: on your ass >

< 128h/200H 163v/163V Pos: on your ass >

< 132h/200H 163v/163V Pos: on your ass >
Your rest is violently disturbed!
You get a shock as a Kobold gets too close to you.

< 128h/200H 163v/163V Pos: on your ass >
<A Kobold starts casting an offensive spell.

< 128h/200H 163v/163V Pos: on your ass >
<A Kobold completes his spell...
A Kobold utters the words 'gpaqtuio ofags'
You get a shock as a Kobold gets too close to you.
OUCH!  That really did HURT!

< 107h/200H 163v/163V Pos: on your ass >
<A Kobold dodges your futile attack.

< 107h/200H 163v/163V Pos: on your ass >
<A Kobold starts casting an offensive spell.

< 107h/200H 163v/163V Pos: on your ass >
<A Kobold completes his spell...
A Kobold utters the words 'gpaqtuio ofags'
You get a shock as a Kobold gets too close to you.
YIKES!  Another hit like that, and you've had it!!

< 47h/200H 163v/163V Pos: on your ass >
<A Kobold starts casting an offensive spell.

< 47h/200H 163v/163V Pos: on your ass >
<A Kobold completes his spell...
A Kobold utters the words 'gpaqtuio ofags'
You get a shock as a Kobold gets too close to you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You miss a Kobold.

< 19h/200H 163v/163V Pos: on your ass >
< T: Drego TP: ass TC: awful E: A Kobold sta EP: excellent >
 A Kobold starts casting an offensive spell.

< 19h/200H 163v/163V Pos: on your ass >
< T: Drego TP: ass TC: awful E: A Kobold sta EP: excellent >
 Sorry, you can't do that while laying around.

< 19h/200H 163v/163V Pos: on your ass >
< T: Drego TP: ass TC: awful E: A Kobold sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'gpaqtuio ofags'
You get a shock as a Kobold gets too close to you.
Your thin batwing cloak exploded spreading charges of electrical energy!
Your bronze skull cap exploded spreading charges of electrical energy!