The death of [41 Necrolyte] Zentri (Drow Elf)

in The Cell

from the perspective of [53 Bounty Hunter] Koa -=Celestial Sigil=- (Barbarian)

<worn as a badge>    a masterly crafted obsidian badge (illuminating)
<worn on head>       a blood-red Vistani bandana of damage (magic) [80%]
<worn on eyes>       a pair of goggles of faerie sight (magic) [67%]
<worn in ear>        a flaming earring
<worn in ear>        an earring of bone of precision [57%]
<worn on face>       the grim visage of a MaDWoMaN (magic) (humming) [83%]
<worn around neck>   a black wool cowl stained with blood of damage [64%]
<worn around neck>   the service tags of the squad [superior] (glowing) [36%]
<worn on body>       the platemail of the Nessus royal guard (invis) (magic) (glowing) (humming)
<worn about body>    a griffon feather cloak of regeneration (illuminating) [67%]
<worn as quiver>     a silken backsheath of flight (magic)
<worn about waist>   a black leather belt with a crimson coral buckle of precision [59%]
<worn on belt buckle>the head of Raxthan [superior]
<attached to belt>   a potion of bubbling goo (magic) (glowing)
<worn on arms>       some scintillating sleeves (magic)
<worn around wrist>  a bracelet of purple mist [86%]
<worn around wrist>  a bracelet of dracolich hide of endurance (magic) (humming) [26%]
<worn on hands>      the gauntlets of the lifestealer (magic) (glowing) [56%]
<worn on finger>     a black skull-shaped ring [superior] (magic)
<worn on finger>     an obsidian circle (magic) [76%]
<primary weapon>     the Soulsword (magic) (humming)
<secondary weapon>   a betrayers blade [superior] with a strange black stone (magic) [75%]
<worn on legs>       a pair of vapor leggings [50%]
<worn on feet>       a pair of dusty boots [superior] (glowing) [81%]

 ^.^^*.P@^M*****  
 ^..**.*^MM.****  
 *****.*^M^.****  
  .....*^M.^***   
   ******.M***    
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East  -South -West 

< 1222h/1222H 173v/280V Pos: standing >

<map>
Zone: The Kingdom of Torg.
Room: A Thin Trail Winding Up the Mountain
</map>
A Thin Trail Winding Up the Mountain
   A thin animal trail seems to wind here.  It is barely visible and has been
beaten down by animal tracks alone.  The thickets to either side make sight
impossible further into the deep woods.  For a forest it is entirely too
silent.  Where birds should be chirping and squirrels chittering happily a
deathly silence permeates the silence left by the absentee happy animals.
Further to the north the trail winds around narrow and imposing.
Obvious exits: -North -West 

< 1222h/1222H 172v/280V Pos: standing >

< 1222h/1222H 173v/280V Pos: standing >
Your Terminal mode is now: GEN .

< 1222h/1222H 175v/280V Pos: standing >
Your Terminal mode is now: ANSI.

< 1222h/1222H 179v/280V Pos: standing >
A Thin Trail Winding To The West
   A thin animal trail seems to wind here.  It is barely visible and has been
beaten down by animal tracks alone.  An enormous ancient stump sits in the
exact path that you are upon.  Somehow the mighty ten foot wide oak had been
ripped in two and for grief it decayed to but a stump.  For a forest it is
entirely too silent.  Where birds should be chirping and squirrels chittering
happily a deathly silence permeates the silence left by the absentee happy
animals.  Further to the west the trail winds around the corner and to the
south it moves further away from the mountain.
Obvious exits: -South -West 
Cols sneaks in from the south.

< 1222h/1222H 178v/280V Pos: standing >
Winding Further Around the Mountain
   A thin animal trail seems to wind here.  It is barely visible and has been
beaten down by animal tracks alone.  This part of the trail comes out of the
woods just a enough to wind around the precipice of the cliffs.  The trail
blends into a small rock cropping that hangs terribly close to the edge of a
deadly fall.  The silence extends to the edge here and only the sound of
pebbles skittering over into nothingness breaks the deathly silence.
Obvious exits: -North -East 
A deer stands here looking skittish at every sound.
A deer stands here looking skittish at every sound.
A deer stands here looking skittish at every sound.
A deer stands here looking skittish at every sound.

< 1222h/1222H 178v/280V Pos: standing >
The Trail Straightens
   A thin animal trail seems to wind here.  The thickets to either side
make sight impossible further into the deep woods.  Here the trees begin to
thicken once again.  Soon vision once again is limited to approximately
twenty five feet into the wood.  Shadows seem to darken the path almost fully
here and the heigtened intensity can once again be felt fully.  The silence
seems to make even the trees still to the wind.
Obvious exits: -North -South

< 1222h/1222H 178v/280V Pos: standing >
A Split In The Trail
   The thin trail widens slightly here.  A small branch moves off to the east
towards a small pile of rocks.  Further ahead the trail appears to be heading
towards the far end of the mountain through a thick ridge of trees.  Deer
prints decorate the dust sparingly and it is obvious that it is their work that
this path still exists.  In fact eons of deer have lived in this area and only
now are they terrified to stay in their homeland.
Obvious exits: -North -East  -South
A deer stands here looking skittish at every sound.
There are Barbarian tracks going north.

< 1222h/1222H 177v/280V Pos: standing >
The Path Comes To A Halt AT Pile Of Rocks
    The beaten path seems to come to a halt around the pile of rocks here.
In a circle about the pile tracks have beaten the grass to dirt leaving
scattered and indeed random tracks everywhere.  Intermixed with the deer some
humanoid tracks seem to be there as well as marks indicating something heavy
having been dragged to the rocks.  Small spots of blood are indeed visible
in the dust as well.
Obvious exits: -West  -Down #
Cols sneaks in from the west.

< 1222h/1222H 176v/280V Pos: standing >
The trap seems to be closed.

< 1222h/1222H 179v/280V Pos: standing >
Ok.

< 1222h/1222H 184v/280V Pos: standing >
A Steep Shaft Leading Down
   This steep shaft leads straight down.  The roughly hewed tunnel seems to
have been created with some purpose.  Countless spots of old dried blood point
to raids of the surface by the dwellers from below.  It is a path made for
utility alone.  No extra carving and smoothing was done on this shaft for the
fact that it is not meant to be impressive, just useful.
Obvious exits: -Up    -Down 

< 1222h/1222H 183v/280V Pos: standing >
You grin as you realize you're floating, with no floor in the room.
Ok.

< 1222h/1222H 186v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 187v/280V Pos: standing >
Bottom Of The Shaft
   Here the shaft ends in a room which appears to be the start of a path
towards the east.  A smaller connecting tunnel winds off to the north as well.
Small bits of broken leather and leaky casks have been discarded here.
When the smaller excursions run up this shaft into the woods, here is where
they pause to toss the trash before they proceed further.  On the ground a
pudgy finger seems to have drawn directions because his feeble brain could not
recall where things were.
Obvious exits: -North -East  -Up   
Cols sneaks in from above.

< 1222h/1222H 186v/280V Pos: standing >
A Guard Post In Front Of The Mines
   Here a small entrance to the mines has been constructed.  The guard post
is but a small gate with a single guard.  From this entrance, small raids can
leave and bring back their new slaves for the mines.  The gate to the east
seems to be mainly unused.  Strangely you notice that the mine entrance,
and further down the mine itself, are held up by straight wooden beams.  In
any emergency situation, this side gate and the mines themselves can be
destroyed instantly by a switch which lights fire to the beams and destroys
them.  Thus the main gate becomes the only entrance.    
Obvious exits: -East # -West 
A helmet lays here awaiting someone to lead it to battle.
A rusty crescent axe is lying here stuck in the ground.
A hobgoblin stands growling at everything and everyone.(Red Aura)
There are some tracks heading east.

< 1222h/1222H 187v/280V Pos: standing >
Ok.

< 1222h/1222H 190v/280V Pos: standing >
Beginning Of A Hallway Through The Mine
   To the west a small gate leads out of the mines, but here the hallway
within the mine begins.  This dark hallway is roughly cut through the
obsidian rock winding away.  While the hallway is not extremely well built,
like many things in this empire utility was the primary concern of the
engineers.  For the bottom of the heap guards who are stationed here, as well
as the distraught slaves, aesthetics were not important.   
Obvious exits: -East  -West 

< 1222h/1222H 189v/280V Pos: standing >
Ok.

< 1222h/1222H 191v/280V Pos: standing >
A Hallway Through The Mine
   Here the hallway ambles along lazily.  To both the north and south slave
areas are under supervision of one of the lazy hobgoblins doomed to this
area.  Along the center of the hallway a thin trail of blood leads vision to
a tiny corpse that has been dragged from the mines.  There is no hope once a
creature is condemmed to the mines, and the corpse illustrates the only escape.
Obvious exits: -North -East  -South -West 

< 1222h/1222H 192v/280V Pos: standing >
A Hallway Through The Mine
   Here the hallway curves slightly as the walls widen slightly.  Against the
wall a large wooden cart lays casually full of useful metals.  It's wheels
are rotten and one has a large wedge in it.  It is easy to imagine that from
battering along the uneven hallways the large chunk was removed by any of a
number of large bumps in the hall.  
Obvious exits: -East  -West 
Cols sneaks in from the west.

< 1222h/1222H 191v/280V Pos: standing >
The Center Of The Mine Hallway
   Here the center of the mine hallway is a gathering area for suppplies and
the spoils.  Large piles of unsmelted ore and shovels are strewn everywhere
here.  All the equipment appears to be at least second hand or third hand
equipment.  The slaves are given the very worst equipment, food, and supplies
and are expected to return with a large amount of results.  From the new whips
along the wall it is apparent that their list of things missing does not
include motivation.
Obvious exits: -North -East  -South -West 

< 1222h/1222H 190v/280V Pos: standing >
That's impossible, I'm afraid.

< 1222h/1222H 193v/280V Pos: standing >
Guard Post In Front Of The Orc Mines
   Even knowing that many of their kind serve inside the city, the orc
mines are the ideal place to serve.  The guard duty here mainly involves
portioning the extra shares for the good service of the orcs out.  The
problem however comes from the fact that, though they be captives of war no
abuse of these prisoners is possible.  They are a valuable asset being the
hardest working, so watching the obsidian slab is boring at best.
Obvious exits: -North# -South
A few coins lie scattered here.

< 1222h/1222H 193v/280V Pos: standing >
Ok.

< 1222h/1222H 195v/280V Pos: standing >
Beginning of A Well Cleared Mine
   This mine is quite smoothe and well cleared.  It has been meticulously
picked and not a speck of metal remains within the rocks of the walls.  Further
to the north the well cleared tunnel barrels forward.  Not even a stray tool
has been left indicating that every miner is hard at work somewhere up ahead.
A large empty food dish appears in the corner of the room as well indicating
ample rewards for the miners.   
Obvious exits: -South -West 

< 1222h/1222H 194v/280V Pos: standing >
Ok.

< 1222h/1222H 201v/280V Pos: standing >
A Well Cleared Mine Tunnel
   To the east the tunnel originates and continues around this corner and
to the north.  Now a slight clanking can be heard to the north.  It is evident
that the productive miners here have been rewarded even further for their
service.  Small masses of rags lay strewn about the floor as sleeping
arrangements.  All the other miners simply get a rock pillow and a dust
blanket. 
Obvious exits: -North -East 

< 1222h/1222H 202v/280V Pos: standing >
You quickly scan the area.
A common mage soldier who is not far off to your north.
A tired hobgoblin merchant who is not far off to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.
An orc miner who is a brief walk away to your north.

< 1222h/1222H 203v/280V Pos: standing >
Further Down A Well Cleared Mine Tunnel
   Here the tunnel continues to to the north.  A small stalagtite hangs down
from the ceiling oddly.  Amongst the smooth walls the jagged toothy looking
cone seems to give the whole room a rather evil look.  If light comes in it
sends a toothy shadow and other triangular shapes spraying upon the wall
maniacally. 
Obvious exits: -North -South

< 1222h/1222H 203v/280V Pos: standing >
Nearing The End Of The Cleared Mine Tunnel
   This cave is a bit rough compared to the previous caves.  It is a cleared
area however, it simply has not had the final touch ups of the miners after
it has been cleared.  From up ahead the sounds of picks and shovels working
vigorously are a clamour and a methodical ringing.  A wheelbarrow is here full
with ore ready to be hauled away as well.        
Obvious exits: -North -South
This mage warrior is here all fizzled out.(Red Aura)
This tired hobgoblin merchant tries to trade what he can here.
There are Barbarian tracks going north.

< 1222h/1222H 202v/280V Pos: standing >
A Quickly Expanding Mine
   This mine is the work of the orc miners who are furiously digging and
working.  They are used to working in hordes so their apparent teamwork should
not come as a surprise.  Their concentrated efforts are yielding material from
a new deposit at an unprecedented rate.  Would a dwarf be here to supervise,
though the creatures be nasty orcs, he might well clap them on their backs in
sheer appreciation.  Strangely on the ground a small shaft of light seems to
creep from under a stone here. 
Obvious exits: -South
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)

< 1222h/1222H 201v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 202v/280V Pos: standing >
You find a secret entrance!

< 1222h/1222H 207v/280V Pos: standing >
A Quickly Expanding Mine
Obvious exits: -South -Down #
*Cols  -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)
An orc miner swarms with his fellows to mine for Torg.(Red Aura)

< 1222h/1222H 226v/280V Pos: standing >
Ok.

< 1222h/1222H 227v/280V Pos: standing >
A Roughly Built Escape Tunnel
   Here is a small escape tunnel which has been built by a single orc at a
time.  While the others work above quickly to make up for the lack of one of
their number, the missing miner comes here to advance their way to freedom.
Not well built at all these tunnels are craggy and not smoothed at all.
Obvious exits: -North -Up   
This tired hobgoblin merchant tries to trade what he can here.

< 1222h/1222H 226v/280V Pos: standing >
Ok.

< 1222h/1222H 227v/280V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your north.

< 1222h/1222H 231v/280V Pos: standing >
A Curve In The Escape Tunnel
   This tunnel curves to the west where clanking can be heard clearly.  It is
obvious that above a mistake was made when one of the anxious miners tried to
break through.  The exit leads into the city, but fortunately when it was made
it was covered up by a large rock just as quickly by the hopeful miner.
Continuing to the west the escape tunnel thins some. 
Obvious exits: -South -West  -Up   #
A crazy child runs around screaming and hitting other children here.(Red Aura)

< 1222h/1222H 230v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 231v/280V Pos: standing >
The door seems to be closed.

< 1222h/1222H 233v/280V Pos: standing >
Ok.

< 1222h/1222H 240v/280V Pos: standing >
Moving Into The City
   Ahead, a large cavern opens up into an underground city.  Carved and made
from the large caves that dwarves used to inhabit, this city was expanded and
moulded to its founder's purpose.  Now with untold numbers of defense measures
and expansion unto the once city of the mountain dwellers is now an efficient
home to this ruthless military society.
Obvious exits: -East  -West  -Down 
A sleepy rakshasa is almost ready to relieve the commander at the gate.(Red Aura)

< 1222h/1222H 239v/280V Pos: standing >
Ok.

< 1222h/1222H 242v/280V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your east.
A veteran ogre guard who is close by to your east.
A veteran ogre guard who is not far off to your east.
A hobgoblin child who is a brief walk away to your east.
A veteran hobgoblin guard who is in the distance to your east.

< 1222h/1222H 246v/280V Pos: standing >
Autosaving...

< 1222h/1222H 247v/280V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your east.
A veteran ogre guard who is close by to your east.
A veteran ogre guard who is not far off to your east.
A hobgoblin child who is a brief walk away to your east.
A veteran hobgoblin guard who is in the distance to your east.

< 1222h/1222H 248v/280V Pos: standing >
Intersection In The Main Cavern Route
   Here is the intersection of the two largest routes in all of the city.
To the west the main gate of the city stands blocking the passage and to the
east the Central Avenue of the city continues.  Running north and south the
main cavern route makes a circle of the city proper.  This intersection is
thronging with people of all sorts.  Almost all people wear uniforms and
stacked bars of rank on their breasts.  Even the children themselves are given
ranks in their schooling.
Obvious exits: -North -East  -South -West 
This ogre guard looks sleepily about hoping for some excitement.

< 1222h/1222H 248v/280V Pos: standing >
Central Avenue
   Forward the path moves forward briskly here.  Small clusters of hobgoblins
gather together here and there.  Along the walls wheelbarrows full of products
moving from one place to another are moving constantly.  Here and there an
occasional hawker claims to be selling bits of the column Torg used to sweep
his enemies from his sight, or bones of the dwarven leader which he bit the
very head from.  
Obvious exits: -East  -West 
This ogre guard looks sleepily about hoping for some excitement.

< 1222h/1222H 247v/280V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your east.
A veteran hobgoblin guard who is a brief walk away to your east.
A grumbling hobgoblin woman who is rather far off to your east.
A common mage soldier who is in the distance to your east.
A common mage soldier who is in the distance to your east.
A veteran ogre guard who is in the distance to your east.
A veteran ogre guard who is close by to your west.
A relief rakshasa commander who is not far off to your west.

< 1222h/1222H 248v/280V Pos: standing >
Intersection In The Main Cavern Route
   Here is the intersection of the two largest routes in all of the city.
To the west the main gate of the city stands blocking the passage and to the
east the Central Avenue of the city continues.  Running north and south the
main cavern route makes a circle of the city proper.  This intersection is
thronging with people of all sorts.  Almost all people wear uniforms and
stacked bars of rank on their breasts.  Even the children themselves are given
ranks in their schooling.
Obvious exits: -North -East  -South -West 
This ogre guard looks sleepily about hoping for some excitement.
There are some tracks heading west.

< 1222h/1222H 252v/280V Pos: standing >
Along The Main Cavern Route
   Here is the main route of the underworld kingdom of Torg.  Military
personnel crowd the streets.  It is apparent that this town is almost
exclusively for the purpose of conquest.  Nearly every being appears involved
in the war effort in one way or another.  To emphasize the point a cart
carrying dented and broken armor to Kordor for resmelting lumbers down the
street. 
Obvious exits: -North -South
A crazy child runs around screaming and hitting other children here.(Red Aura)
There are some tracks heading north.

< 1222h/1222H 251v/280V Pos: standing >
Along The Main Cavern Route
   Here many people flow in and out of Kordor's shop to the east.  It is a
very busy area for the fact that all must pass through the door to the east to
arm themselves.  A small home to the west must be rather upset for the fact
that noise and loiterers swarm in the area.  Coming out of the shop of the
renowned troll armorer, the happy consumers grin wickedly at their shiny new
blades. 
Obvious exits: -North -East # -South -West 
Grumbling this hobgoblin woman wanders about aimlessly.(Red Aura)
Cols sneaks in from the south.

< 1222h/1222H 250v/280V Pos: standing >
Northwest Corner Of The Main Cavern Route
   The main cavern route takes a sharp corner here hooking around abruptly.
The large smoothed cavern route with no warning or indication make a smooth
crisp corner.  Around the corner is a mandated clear area where large uunseen
traps are set in the rock and high above along the high parts of the cavern.
Occasionally a poorly set trap misfires and splatters a poor random citizen.
However it can't be helped because the corners of the cavern route are perfect
ambush areas.
Obvious exits: -East  -South

< 1222h/1222H 249v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 251v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 252v/280V Pos: standing >
You quickly scan the area.
A veteran ogre guard who is close by to your east.
A grumbling hobgoblin woman who is close by to your east.
A tired hobgoblin merchant who is close by to your east.
A veteran hobgoblin guard who is not far off to your east.
A common mage soldier who is a brief walk away to your east.
A veteran ogre guard who is rather far off to your east.
A grumbling hobgoblin woman who is rather far off to your east.
A veteran hobgoblin guard who is in the distance to your east.
A veteran hobgoblin guard who is in the distance to your east.
A grumbling hobgoblin woman who is close by to your south.
A hobgoblin child who is not far off to your south.
A veteran ogre guard who is a brief walk away to your south.
A veteran ogre guard who is in the distance to your south.
A veteran ogre guard who is in the distance to your south.

< 1222h/1222H 253v/280V Pos: standing >
Along The Main Cavern Route
   Moving east and west the route follows along the outer edge of the town.
It encircles the central area of the city and is clearly, though not the
central path, a major thoroughfare for the inhabitants of the city.  To the
north and south, large barracks house some of the soldiers of the armies.
Many of those soldiers yawn and stroll out of their quarters to look for fun
and or trouble amongst the other inhabitants of Torg's city.
Obvious exits: -North# -East  -South# -West 
This ogre guard looks sleepily about hoping for some excitement.
Grumbling this hobgoblin woman wanders about aimlessly.(Red Aura)
This tired hobgoblin merchant tries to trade what he can here.

< 1222h/1222H 252v/280V Pos: standing >
Along The Main Cavern Route
   Going east and west this path circles the main part of the city of Torg.
Where once dwarves lined the streets here now hobgoblins, ogres,
and any manner of evil creature occupy them.  The order exhibited by this
society is telling for the law which seems to govern it all.  If the leadership
can control such evil minded races it must be assumed that serious force and
threat lies behind that power.
Obvious exits: -East  -West 
A veteran hobgoblin guard stands here eyeing the populace for trouble.(Red Aura)

< 1222h/1222H 252v/280V Pos: standing >
Along The Main Cavern Route
   More commoners are about in this area of the main route.  It can only be
inferred that the more common folk tend to populate this end of the town
rather than the more military heavy central avenue.  The grooves in the road
and smoothed look of it as well indicate a higher amount of foot traffic than
one might expect.
Obvious exits: -North# -East  -West 
This mage warrior is here all fizzled out.(Red Aura)
There are Barbarian tracks going east.

< 1222h/1222H 251v/280V Pos: standing >
Along The Main Cavern Route
   Here is the main route of the underworld kingdom of Torg.  The obsidian
walls of this underground thoroughfare are lined with stalls and hawkers and
brimming with military people.  In this underworld community all is kept in
strict order.  The construction of this city indeed was well thought out for
defensive purposes.  At every fifty feet a new archers alcove or small set of
battlements can be seen set into the rock face of the cavern.  It might indeed
take an invading army a long time to make their way to the palace through a
retreating action.
Obvious exits: -East  -West 
This ogre guard looks sleepily about hoping for some excitement.
Grumbling this hobgoblin woman wanders about aimlessly.(Red Aura)
There are some tracks heading east.

< 1222h/1222H 250v/280V Pos: standing >
Along The Main Cavern Route
   The route widens slightly here as a bit of extra room is allowed for the
occupants of the barracks to the north and the south.  After long days of
drilling and practicing the occupants spend nights out in the area harassing
those who are not members of the military.  Broken mugs have left shards of
glass everywhere.  The shards anxiously await bare feet to stick into.
Obvious exits: -North# -East  -South# -West 
A veteran hobgoblin guard stands here eyeing the populace for trouble.(Red Aura)
A veteran hobgoblin guard stands here eyeing the populace for trouble.(Red Aura)
There are Barbarian tracks going east.

< 1222h/1222H 249v/280V Pos: standing >
Northeast Corner Along The Main Cavern Route
   Here is a corner in the main route of the city.  To the north a rough hewn
path moves forward towards the Colloseum.  Not wishing to waste this
intersection's defensability large rocks bottleneck a small portion of the
route with precision.  Along those rocks large numbers of engineers can unleash
boulders down upon a host.  As well an intricate gutter system has been
designed for the sole purpose of delivering boiling oil along the entire
street.
Obvious exits: -North -South -West 

< 1222h/1222H 249v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 250v/280V Pos: standing >
You quickly scan the area.
A grumbling hobgoblin woman who is close by to your north.
A hobgoblin child who is a brief walk away to your north.
A common mage soldier who is a brief walk away to your south.
A veteran ogre guard who is a brief walk away to your south.
A common mage soldier who is rather far off to your south.
A veteran hobgoblin guard who is rather far off to your south.
A veteran hobgoblin guard who is close by to your west.
A veteran hobgoblin guard who is close by to your west.
A veteran ogre guard who is not far off to your west.
A grumbling hobgoblin woman who is not far off to your west.
A common mage soldier who is a brief walk away to your west.
A veteran hobgoblin guard who is rather far off to your west.
A veteran ogre guard who is in the distance to your west.
A grumbling hobgoblin woman who is in the distance to your west.
A tired hobgoblin merchant who is in the distance to your west.

< 1222h/1222H 251v/280V Pos: standing >
The Colloseum Path
   Breaking off from the main cavern route is this different looking tunnel.
While most other tunnels inside these caverns are rather well made, this has
a rough quality to it.  Whereas the dwarves made most of the caves, these
tunnels most likely were dug by shaky bleeding goblin hands.  Unfinished
planes of obsidian are the result of extreme laziness on the part of the
workers.  Had this tunnel been made for the higher of Torg's servants then this
would not be the case.  However mostly simple commoners tread these paths.
Obvious exits: -North -South
Grumbling this hobgoblin woman wanders about aimlessly.(Red Aura)

< 1222h/1222H 251v/280V Pos: standing >
The Colloseum Path
   To the south the path continues away from the Colloseum.  To the north
the commoner's entrance to the low Colloseum seats.  Rough hewn this path
appears to be featureless but for the trash that decorates its sides.  Scraps
of leather, excrement, and even a stray head can be seen in the hall.
Apparently some of the Champion's handiwork that is thrown to the crowd, are
not carried off as prized possesions.  
Obvious exits: -North -South

< 1222h/1222H 250v/280V Pos: standing >
The Colloseum Path
   Here are the doors in front of the great Colloseum.   These doors are
often opened before the games so that commoners and regular soldiers may be
allowed into the low stands to watch.  They however are confined to this side
of the Colloseum and would never be allowed on the opposite side where the
high ranking war officers are seated.  To the east these doors appear to be
locked from the inside so that no entry can be attained, at least not at this
time.  Off to the west, the gladiator stables are bristling with activity as
the prisoners within are being prepared.  The sounds of preparation can be
heard through the large doors.
Obvious exits: -South -West 
A crazy child runs around screaming and hitting other children here.(Red Aura)

< 1222h/1222H 249v/280V Pos: standing >
Alas, you cannot go that way. . . .

< 1222h/1222H 250v/280V Pos: standing >
The Gladiators Prison
  This building was built as the top office of the gladiators' prison.  Below
the combatants are housed in preparation for the ensuing battles which
entertain the elite of the empire of Torg.  All about armor is being brought
in, and different weapons are being prepared for the combatants.  A stairway
leads down into the prison itself, but only those guards unlucky enough to
draw duty there go down.
Obvious exits: -East  -Down 

< 1222h/1222H 253v/280V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your east.

< 1222h/1222H 254v/280V Pos: standing >
Ok.

< 1222h/1222H 259v/280V Pos: standing >

< 1222h/1222H 266v/280V Pos: standing >
Inside The Colloseum Prison
  Here the prison extends down the hall.  The halls and cells themselves house
a depraved, starving, and hurting crew.  All around blood clings to the wall
like plaster.  It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -East  -Up   
Cols sneaks in from above.

< 1222h/1222H 270v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 271v/280V Pos: standing >
Inside The Colloseum Prison
  The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness.  To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future.  An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -North -South -West 

< 1222h/1222H 272v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 273v/280V Pos: standing >
Inside The Colloseum Prison
  Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot.  Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North -South -West #

< 1222h/1222H 276v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 277v/280V Pos: standing >
Inside The Colloseum Prison
  Here the prison extends down the hall.  The halls and cells themselves house
a depraved, starving, and hurting crew.  All around blood clings to the wall
like plaster.  It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North -East # -South

< 1222h/1222H 279v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 279v/280V Pos: standing >
Inside The Colloseum Prison
  The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness.  To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future.  An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -East  -South

< 1222h/1222H 278v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 278v/280V Pos: standing >
Inside The Colloseum Prison
  Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot.  Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North# -East  -West 
Cols sneaks in from the west.

< 1222h/1222H 279v/280V Pos: standing >
You quickly scan the area.
You see nothing.

< 1222h/1222H 279v/280V Pos: standing >
Inside The Colloseum Prison
  The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness.  To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future.  An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -East  -South
There are some tracks heading east.

< 1222h/1222H 278v/280V Pos: standing >
Inside The Colloseum Prison
  Here the prison extends down the hall.  The halls and cells themselves house
a depraved, starving, and hurting crew.  All around blood clings to the wall
like plaster.  It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North -East # -South
There are some tracks heading north.

< 1222h/1222H 277v/280V Pos: standing >
It seems to be locked.

< 1222h/1222H 280v/280V Pos: standing >
Inside The Colloseum Prison
  Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot.  Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North -South -West #
Cols sneaks in from the north.

< 1222h/1222H 279v/280V Pos: standing >
A Drow Elf enters from the south.
The vampire of a hobgoblin prison guard enters from the south.
The vampire of a hobgoblin prison guard enters from the south.
The vampire of a hobgoblin prison guard enters from the south.
It seems to be locked.

< 1222h/1222H 279v/280V Pos: standing >
A Drow Elf unlocks the cell.

< 1222h/1222H 279v/280V Pos: standing >
A Drow Elf opens the cell.

< 1222h/1222H 279v/280V Pos: standing >
A Drow Elf leaves west.
The vampire of a hobgoblin prison guard leaves west.
The vampire of a hobgoblin prison guard leaves west.
The vampire of a hobgoblin prison guard leaves west.

< 1222h/1222H 279v/280V Pos: standing >
You look into the sky and fall into a dream.

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.
Tackle who?

< 1222h/1222H 279v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
Tackle who?

< 1222h/1222H 280v/280V Pos: standing >
It's already open!

< 1222h/1222H 280v/280V Pos: standing >
The Cell
  This plain cell was designed with only one thing in mind.  It had to
allow the guards to torture the inhabitant in ever way, without giving the
prisoner freedom to fight back.  The slick walls and bars far enough apart to
allow many sharp objects through, certainly accomplish this task well.
Obvious exits: -East 
The vampire of a hobgoblin prison guard stands in mid-air here, fighting the angry starved kobold. (Minion) (Red Aura)
The vampire of a hobgoblin prison guard stands in mid-air here, fighting the angry starved kobold. (Minion) (Red Aura)
The vampire of a hobgoblin prison guard stands in mid-air here, fighting the angry starved kobold. (Minion) (Red Aura)
A Drow Elf (medium) stands here. (Non-Fraggable)(Red Aura)
The angry starved kobold stands here, fighting the vampire of a hobgoblin prison guard.(Red Aura)
Losing his mind from hunger, this kobold rattles the bars.(Red Aura)
This kobold drools at the thought of eating one of the dwarves.(Red Aura)
Losing his mind from hunger, this kobold rattles the bars.(Red Aura)
This kobold drools at the thought of eating one of the dwarves.(Red Aura)
Losing his mind from hunger, this kobold rattles the bars.(Red Aura)
This kobold drools at the thought of eating one of the dwarves.(Red Aura)
Losing his mind from hunger, this kobold rattles the bars.(Red Aura)

< 1222h/1222H 279v/280V Pos: standing >
Ok.

< 1222h/1222H 279v/280V Pos: standing >
The angry starved kobold's fine punch wounds the vampire of a hobgoblin prison guard.
The vampire of a hobgoblin prison guard blocks the angry starved kobold's lunge at it.
You snap into visibility.
You tackle a Drow Elf square in the chest knocking the wind out of him!

< 1222h/1222H 279v/280V Pos: standing >
<Cols starts casting an offensive spell.
Cols snaps into visibility.

< 1222h/1222H 279v/280V Pos: standing >
<The angry starved kobold dodges the vampire of a hobgoblin prison guard's attack.
The vampire of a hobgoblin prison guard's fine slash wounds the angry starved kobold.
The angry starved kobold dodges the vampire of a hobgoblin prison guard's attack.
The vampire of a hobgoblin prison guard's eyes glow red as it gazes at the angry starved kobold!
The angry starved kobold dodges the vampire of a hobgoblin prison guard's attack.
The vampire of a hobgoblin prison guard's slash wounds the angry starved kobold.
The vampire of a hobgoblin prison guard's eyes glow red as it gazes at the angry starved kobold!
The vampire of a hobgoblin prison guard's fine slash wounds the angry starved kobold.
The angry starved kobold dodges the vampire of a hobgoblin prison guard's attack.

< 1222h/1222H 279v/280V Pos: standing >
<Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at a Drow Elf.
Cols's iceball shatters upon impacting a Drow Elf, rending flesh and sending blood flying.

< 1222h/1222H 279v/280V Pos: standing >
<The angry starved kobold's impressive punch strikes the vampire of a hobgoblin prison guard.
The vampire of a hobgoblin prison guard parries the angry starved kobold's lunge at it.
The vampire of a hobgoblin prison guard's eyes roll as the angry starved kobold plants a foot in its face.

< 1222h/1222H 279v/280V Pos: standing >
<Cols starts casting an offensive spell.
Cols snaps into visibility.

< 1222h/1222H 279v/280V Pos: standing >
<Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at a Drow Elf.
Cols snaps into visibility.
Cols's iceball shatters upon impacting a Drow Elf, rending flesh and sending blood flying.
A Drow Elf's dark black robe freezes and shatters into million pieces from the intense cold!
A Drow Elf's knight's marble band freezes and shatters into million pieces from the intense cold!
The vampire of a hobgoblin prison guard stops following a Drow Elf.
The vampire of a hobgoblin prison guard stops following a Drow Elf.
The vampire of a hobgoblin prison guard stops following a Drow Elf.
A Drow Elf is dead! R.I.P.
You receive your share of experience.