The death of [ 6 Warrior] Aqafk (Kobold)

in A Sloping Passage

from the perspective of [ 6 Warrior] Aqafk (Kobold)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a reptile skin cloak
<worn about waist>   a belt of sewn ratskins
<worn on 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 hands>      some thick leather gloves
<primary weapon>     a long steel sword
<worn on legs>       a pair of studded leather leggings


< 76h/76H 121v/121V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw qare'

< 76h/76H 121v/121V Pos: standing >
Off in the distance there is a thundering roar and billowing smoke.

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: The Top Of A Sloping Passage
</map>
The Top Of A Sloping Passage
   This passage has been carved from the mountain stone. The walls are
fairly smooth on all sides. The passage slopes steeply downwards to the
west and opens into a wider area to the north. A well made tunnel continues
off to the east.
Obvious exits: -North -East  -West 
The corpse of a sneaky duergar sentry is lying here.
The corpse of a clansdwarf is lying here.
The corpse of a duergar inquisitor is lying here.

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Horns begin to bellow and drums thunder to the call to arms!
Horns begin to bellow and drums thunder to the call to arms!

< 76h/76H 119v/121V Pos: standing >
The Top Of A Sloping Passage
Obvious exits: -North -East  -West 
The corpse of a sneaky duergar sentry is lying here.
The corpse of a clansdwarf is lying here.
The corpse of a duergar inquisitor is lying here.

< 76h/76H 119v/121V Pos: standing >
Horns begin to bellow and drums thunder to the call to arms!
Horns begin to bellow and drums thunder to the call to arms!
Horns begin to bellow and drums thunder to the call to arms!

< 76h/76H 119v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
The corpse of a clansdwarf is lying here.
The corpse of a large steeder is lying here.

< 76h/76H 117v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

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

< 76h/76H 115v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

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

< 76h/76H 113v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
The corpse of a clansdwarf is lying here.
[2] The corpse of a sneaky duergar sentry is lying here.
A clansdwarf sits atop a large steeder.
A clansdwarf sits atop a large steeder.

< 76h/76H 111v/121V Pos: standing >

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

< 76h/76H 109v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 111v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Carved Passage
</map>

<map>
Zone: Khildarak Stronghold.
Room: A Carved Passage
</map>
A Carved Passage
   This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South
A clansdwarf sits here, fighting a Human.
A Githzerai (large) Sergeant The Empire stands in mid-air here.
A Grey Elf (medium) Allah The Empire stands in mid-air here.
A Grey Elf (small) Allah The Empire stands in mid-air here.
A vampire necromancer is standing here, busy with his own matters.
A brightly glowing torch floats near a vampire necromancer's head. (Illuminating)
A Human (small) Foot soldier The Empire sits in mid-air here, fighting a clansdwarf.
A Grey Elf (medium) Allah The Empire stands in mid-air here.
A water elemental is here, flowing like a living current. (minion) 
A water elemental is here, flowing like a living current. (minion) 
A water elemental is here, flowing like a living current. (minion) 

< 76h/76H 109v/121V Pos: standing >
A Barbarian snaps into visibility.
A Barbarian's crush wounds a clansdwarf.
A Barbarian's powerful crush wounds a clansdwarf.
A Barbarian's powerful crush wounds a clansdwarf.
A Barbarian's crush wounds a clansdwarf.

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

< 76h/76H 107v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Crack In The Cliff Face
</map>
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -North -Down 
Fresh blood splatters cover the area.
[2] The corpse of a sneaky duergar sentry is lying here.

< 76h/76H 106v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 109v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 109v/121V Pos: standing >
Horns begin to bellow and drums thunder to the call to arms!
Horns begin to bellow and drums thunder to the call to arms!

< 76h/76H 109v/121V Pos: standing >
A water elemental enters from the north.
A water elemental enters from the north.
A water elemental enters from the north.
A Grey Elf enters from the north.
A Grey Elf enters from the north.

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .
A Grey Elf snaps into visibility.

< 76h/76H 111v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 111v/121V Pos: standing >

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

< 76h/76H 110v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 115v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 115v/121V Pos: standing >

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

< 76h/76H 114v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: Nearing the Khildarak Stronghold
</map>
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
The road turns abruptly to and continues to the west and south. To
the north is a guard outpost manned at all hours.
Obvious exits: -North -South -West 

< 76h/76H 114v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: The Great Road of the Khildarak Stronghold
</map>
The Great Road of the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
The road turns abruptly to and continues to the east and north. To
the west is a guard outpost manned at all hours.
Obvious exits: -North -East  -West 

< 76h/76H 116v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: Nearing the Khildarak Stronghold
</map>
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
The road turns abruptly to and continues to the west and south. To
the north is a guard outpost manned at all hours.
Obvious exits: -North -South -West 

< 76h/76H 120v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: An Outpost by the Great Road to the Khildarak Stronghold
</map>
An Outpost by the Great Road to the Khildarak Stronghold
   This room has been chiseled out of the rocky wall with great
care. The walls are perfectly smooth without any flaws or marks.
A large stone table has been cut out from the rock and is actually
apart of the floor itself. Along the west, north and east walls are
three pedestals with bowls of glowing fungi  that cast a soft light
on the surroundings. To the south is a guard outpost manned at all
hours.
Obvious exits: -South

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: Nearing the Khildarak Stronghold
</map>
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
The road turns abruptly to and continues to the west and south. To
the north is a guard outpost manned at all hours.
Obvious exits: -North -South -West 

< 76h/76H 120v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
You quickly scan the area.
You see nothing.

< 76h/76H 121v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Crack In The Cliff Face
</map>
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -North -Down 
Fresh blood splatters cover the area.
[2] The corpse of a sneaky duergar sentry is lying here.
Horns begin to bellow and drums thunder to the call to arms!

< 76h/76H 120v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >
You quickly scan the area.
You see nothing.

< 76h/76H 118v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Crack In The Cliff Face
</map>
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -North -Down 
Fresh blood splatters cover the area.
[2] The corpse of a sneaky duergar sentry is lying here.

< 76h/76H 117v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >

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

< 76h/76H 117v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >

<map>
Zone: the Mushroom Caverns.
Room: Nearing the Khildarak Stronghold
</map>
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
The road turns abruptly to and continues to the west and south. To
the north is a guard outpost manned at all hours.
Obvious exits: -North -South -West 

< 76h/76H 118v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 118v/121V Pos: standing >
  MM....MM    
 ,,M.Mo..MM   
  ,,....o.M,  
  MMoo@MM.M,  
 MM..ooo..,M  
  MM..oo.M,,  
   MMM..MMM   
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East  -South -West  -Up   
The corpse of a centipede is lying here.
The corpse of a baby purple worm is lying here.

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >

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

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 119v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 121v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Crack In The Cliff Face
</map>
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -North -Down 
Fresh blood splatters cover the area.
[2] The corpse of a sneaky duergar sentry is lying here.

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 120v/121V Pos: standing >

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

< 76h/76H 118v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Carved Passage
</map>
A Carved Passage
   This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South
Fresh blood covers everything in the area.
The corpse of a clansdwarf is lying here.

< 76h/76H 116v/121V Pos: standing >

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

< 76h/76H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 114v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 115v/121V Pos: standing >
The air chills and the odor of death and decay assault your senses.

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
The corpse of a clansdwarf is lying here.
[2] The corpse of a sneaky duergar sentry is lying here.

< 76h/76H 113v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
A Githzerai (large) Sergeant The Empire stands in mid-air here. (Casting) 
A Grey Elf (large) StormBender of The Empire stands in mid-air here, fighting a clansdwarf.
A Grey Elf (medium) Allah The Empire stands in mid-air here.
A Gnome (small) Allah The Empire stands in mid-air here.
A Grey Elf (small) Allah The Empire stands in mid-air here.
A vampire necromancer is standing here, busy with his own matters.
A brightly glowing torch floats near a vampire necromancer's head. (Illuminating)
A Human (small) Foot soldier The Empire stands in mid-air here, fighting a clansdwarf.
A Grey Elf (medium) Allah The Empire stands in mid-air here.
A water elemental is here, flowing like a living current. (minion) 
A water elemental is here, flowing like a living current. (minion) 
A water elemental stands in mid-air here, fighting a clansdwarf. (Minion) 
A clansdwarf sits in mid-air here, fighting a water elemental.
A clansdwarf stands in mid-air here, fighting a Grey Elf.
A large steeder crouches in mid-air here, fighting a Grey Elf.
A clansdwarf stands in mid-air here, fighting a Human.
A large steeder makes strange clicking sounds.

< 76h/76H 112v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

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

< 76h/76H 110v/121V Pos: standing >

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>

<map>
Zone: Khildarak Stronghold.
Room: A Sloping Passage
</map>
A Sloping Passage
   This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East  -West 
A sneaky duergar sentry stands in mid-air here, fighting a Grey Elf.
A Githzerai (large) Sergeant The Empire stands in mid-air here. (Casting) 
A Grey Elf (large) StormBender of The Empire stands in mid-air here, fighting a clansdwarf.
A Grey Elf (medium) Allah The Empire stands in mid-air here, fighting a sneaky duergar sentry. (Casting) 
A Gnome (small) Allah The Empire stands in mid-air here.
A Grey Elf (small) Allah The Empire stands in mid-air here.
A vampire necromancer is standing here, busy with his own matters.
A brightly glowing torch floats near a vampire necromancer's head. (Illuminating)
A Human (small) Foot soldier The Empire stands in mid-air here, fighting a clansdwarf.
A Grey Elf (medium) Allah The Empire stands in mid-air here.
A water elemental is here, flowing like a living current. (minion) 
A water elemental is here, flowing like a living current. (minion) 
A water elemental stands in mid-air here, fighting a clansdwarf. (Minion) 
A clansdwarf sits in mid-air here, fighting a water elemental.
A clansdwarf stands in mid-air here, fighting a Grey Elf.
A large steeder crouches in mid-air here, fighting a Grey Elf.
A clansdwarf stands in mid-air here, fighting a Human.
A large steeder makes strange clicking sounds.

< 76h/76H 110v/121V Pos: standing >
A water elemental's impressive crush wounds a clansdwarf.
A water elemental misses a clansdwarf.
A water elemental's fine crush wounds a clansdwarf.

< 76h/76H 111v/121V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the words 'qaihuijar dies'
The room lights up!

< 76h/76H 111v/121V Pos: standing >
Alas, you cannot go that way. . . .

< 76h/76H 111v/121V Pos: standing >
A Gnome's summoned creatures look towards him for guidance, before attacking!
-=[An incorporeal ghastly figure touches you!]=-
Your steel short sword was disintegrated by the negative energy!
Your pair of studded leather boots was disintegrated by the negative energy!