<held as shield> a small round wooden shield
Alas, you cannot go that way. . . .
< 53h/158H 110v/111V Pos: standing >
Streets End
The Street of Shadows ends here, terminating into walls of clanhouses to
the north and west. To the east the entrance to an old, run down stone
building can be seen. The street continues south.
Obvious exits: -East -South
< 53h/158H 109v/111V Pos: standing >
Bend in the Street of Shadows
This narrow alley-like street winds its way between the walls of clan
houses that border on all sides. The street is paved with small black
cobblestones. The street makes a turn here, leaving to the north and west.
Obvious exits: -North -West
< 53h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 53h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 53h/158H 110v/111V Pos: standing >
Street of Shadows
This narrow alley-like street winds its way between walls of clan houses
that border on all sides. The street is paved with small black cobblestones.
The bustle of the Path of Clans can be heard and seen to the west. The
street continues to the east.
Obvious exits: -East -West
< 53h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 110v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 110v/111V Pos: standing >
The Path of Clans
This street is very busy, residents and visitors alike move about their
business, rarely glancing in others directions. Various sounds echo softly
around you, hammers striking metal, the rattle of merchants carts rolling
along the stone street and the occasional shout of a conflict. The smell of
gourmet fungi can be detected occasionally. Buildings that line the street
are decorated in the traditional Duergar fashion, the quality of craftsmanship
is testament to the dwarves skill. Shadow Street leaves east from here. The
entrance to a building can be seen to the west. The street continues north
and south.
Obvious exits: -North -East -South -West
< 54h/158H 109v/111V Pos: standing >
A Covered Walkway
Two large stone walls enclose this walkway, one to the north and south
rising to meet above, forming an odd shaped arch. The walkway itself is
paved with small cobblestones. A large wooden door covered with intricate
carvings marks the entrance to the west. The Path of Clans is east.
Obvious exits: -East -West
< 54h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 109v/111V Pos: standing >
House of Clan Flame Eye
This foyer is large and spacious, the walls and floor made from a polished
blue veined marble. Four large marble columns rise up from the floor, each
polished and trimmed with carved ivory. Several of the floor tiles have been
laid in a special manner, their grains used to form the picture of a huge
eye that spans the entire floor. The center tiles that form the pupil of the
eye are made from a dark red stone. Though magic if frowned upon when
used in excess by the Duergar culture, the crafts of this clan are looked
upon less harshly because of their nature. The members of this clan are not
as well respected as those of other clans, but they do not find themselves on
the recieving end of vandalism as much as other magic clans. A carved ivory
door can be seen in the west wall. Hallways start both to the north and south.
the exit is east.
Obvious exits: -North -East -South -West #
< 54h/158H 109v/111V Pos: standing >
A North-South Hallway
This hallway is wide and spacious, the walls and floor made from a polished
blue veined marble trimmed with carved ivory. The names of the clan members
since the clans beginning have been carved into the east wall, each polished
and filled with a thin layer of gold. A carved ivory door can be seen in the
west wall. The hall enters the entry foyer to the north and continues to the
south.
Obvious exits: -North -South -West #
< 54h/158H 109v/111V Pos: standing >
A North-South Hallway
This hallway is wide and spacious, the walls and floor made from a polished
blue veined marble trimmed with carved ivory. The names of the clan members
since the clans beginning have been carved into the east wall, each polished
and filled with a thin layer of gold. A carved ivory door can be seen in the
west wall. The hall continues to the north.
Obvious exits: -North -West
< 54h/158H 108v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 108v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 54h/158H 109v/111V Pos: standing >
Pardon?
< 57h/158H 111v/111V Pos: standing >
Sorry, but you cannot do that here!
< 57h/158H 111v/111V Pos: standing >
A North-South Hallway
Obvious exits: -North -West
< 57h/158H 111v/111V Pos: standing >
Elders Room in the House of Clan Flame Eye
This room is large and spacious, used by the clan elder to train and
evaluate members of the clan. A large colorfull fungi rug covers the floor,
the insignia of the clan displayed on its surface. The walls are made from
a polished blue veined marble, trimmed with carved ivory. A large mithril
desk sits against the north wall, its surface covered with various books
and parchments. A framed feather bed can be seen against the west wall.
A carved ivory door marks the exit to the east.
Obvious exits: -East
Fresh blood splatters cover the area.
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A clansdwarf watches over the elders room.
A clansdwarf watches over the elders room.
A clansdwarf watches over the elders room.
A clansdwarf watches over the elders room.
The clan elder demonstrates a spell.
< 58h/158H 110v/111V Pos: standing >
A North-South Hallway
This hallway is wide and spacious, the walls and floor made from a polished
blue veined marble trimmed with carved ivory. The names of the clan members
since the clans beginning have been carved into the east wall, each polished
and filled with a thin layer of gold. A carved ivory door can be seen in the
west wall. The hall continues to the north.
Obvious exits: -North -West
< 58h/158H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 58h/158H 109v/111V Pos: standing >
A North-South Hallway
This hallway is wide and spacious, the walls and floor made from a polished
blue veined marble trimmed with carved ivory. The names of the clan members
since the clans beginning have been carved into the east wall, each polished
and filled with a thin layer of gold. A carved ivory door can be seen in the
west wall. The hall enters the entry foyer to the north and continues to the
south.
Obvious exits: -North -South -West #
< 59h/158H 109v/111V Pos: standing >
House of Clan Flame Eye
This foyer is large and spacious, the walls and floor made from a polished
blue veined marble. Four large marble columns rise up from the floor, each
polished and trimmed with carved ivory. Several of the floor tiles have been
laid in a special manner, their grains used to form the picture of a huge
eye that spans the entire floor. The center tiles that form the pupil of the
eye are made from a dark red stone. Though magic if frowned upon when
used in excess by the Duergar culture, the crafts of this clan are looked
upon less harshly because of their nature. The members of this clan are not
as well respected as those of other clans, but they do not find themselves on
the recieving end of vandalism as much as other magic clans. A carved ivory
door can be seen in the west wall. Hallways start both to the north and south.
the exit is east.
Obvious exits: -North -East -South -West #
< 59h/158H 108v/111V Pos: standing >
A Covered Walkway
Two large stone walls enclose this walkway, one to the north and south
rising to meet above, forming an odd shaped arch. The walkway itself is
paved with small cobblestones. A large wooden door covered with intricate
carvings marks the entrance to the west. The Path of Clans is east.
Obvious exits: -East -West
< 59h/158H 107v/111V Pos: standing >
The Path of Clans
This street is very busy, residents and visitors alike move about their
business, rarely glancing in others directions. Various sounds echo softly
around you, hammers striking metal, the rattle of merchants carts rolling
along the stone street and the occasional shout of a conflict. The smell of
gourmet fungi can be detected occasionally. Buildings that line the street
are decorated in the traditional Duergar fashion, the quality of craftsmanship
is testament to the dwarves skill. Shadow Street leaves east from here. The
entrance to a building can be seen to the west. The street continues north
and south.
Obvious exits: -North -East -South -West
< 59h/158H 107v/111V Pos: standing >
The Path of Clans
This street has been created and named to honor the various clans that
comprise the Khildarak Stronghold. stone insignias of the various clans
have been skillfully carved and used to pave the street. Inhabitants of
the stronghold hurry along street, in the usual business like fashion of
the Duergar. Merchants wagons rattle past, their wooden wheels rolling
easily along the stone surface. The entrance to a building is east. The
street continues north and south.
Obvious exits: -North -East -South
A clansdwarf sits atop a large steeder.
< 59h/158H 106v/111V Pos: standing >
The Path of Clans
The stones that comprise this street are all quite large and round in
shape. Some of the stones have been carved into insignias of the Clans of
Khildarak. The space between the circular stones have been filled with
carved pieces of rock dyed in the clans color. Buildings with intricate
designs carved into their stone surface line both sides of the street,
the detail and quality of the artwork speaks much of the dwarves skill.
Citizens, visitors and merchants move past you going about their days
affairs, few bothering to glance at others passing. Strongstone Circle
lies to the south. The street continues north.
Obvious exits: -North -South
A clansdwarf shouts as he pushes his cart.
< 59h/158H 106v/111V Pos: standing >
Northeast Corner of Strongstone Circle
This street is constructed from large stones, expertly laid, each carved
into the shape of the Strongstone family crest. The stones are well crafted,
each with a smooth and unblemished surface. The Path of Clans starts to the
north. Slayers Path leaves to the east. Strongstone circle continues to
the south and west.
Obvious exits: -North -East -South -West
< 59h/158H 106v/111V Pos: standing >
Strongstone Circle
This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The street is wide and spacious. The
various buildings of the stronghold can be seen to the north. To the south
the cavern wall can be seen rising up into the darkness. Archers shelters
line the east and west sides of the street. Strongstone Circle continues to
the north and south.
Obvious exits: -North -South
< 59h/158H 105v/111V Pos: standing >
Southeast Corner of Strongstone Circle
This street is constructed of large stones, each finely crafted into the
shape of the Strongstone family crest. The stones have been expertly laid,
each having a smooth and unblemished surface. Various sounds echo softly
in the vastness of the cavern, hammers forging weapons, chisels cutting
stone and the occasional last cry of a conflict resolved. The buildings of
the city can be seen to the north, some rising up near the top of the cavern.
An archer shelter occupies the east side of the street, providing city
archers a protected place to defend the city. The cavern wall rises up
into darkness to the south. Strongstone Circle continues north and west.
Obvious exits: -North -West
The corpse of a cavern snake is lying here.
< 60h/158H 106v/111V Pos: standing >
Strongstone Circle
This street is made of large stones, each carved into the shape of the
Strongstone family crest. The stones are well crafted, their surfaces smooth
and unblemished. A large statue can be seen to the west in Strongstone
Pavilion. Archer shelters line the street to the north. Strongstone Circle
continues to the east and west.
Obvious exits: -East -West
A clansdwarf sits atop a large cave bear.
< 60h/158H 107v/111V Pos: standing >
Strongstone Pavilion
This area is a shrine to the founder of the city, Khildarak Strongstone.
A huge stone statue has been erected in his honor. A fountain of pure
spring water surrounds the statue, refreshed from some natural resource
below. Archer shelters surround the pavilion, stone buildings with a
horizontal slit running through each, allowing archers to defend the area
from within. The shelters enclose the area on all sides, with one half-
circle shaped building to the north, surrounding the statue, and smaller
buildings to the east and west. The southern cavern wall lies to the south,
city streets start to the east and west.
Obvious exits: -East -South -West
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
Before you stands a huge board containing news and feedback.
A large pool of water surrounds a statue.
A large stone statue stands here.
An intent duergar inquisitor searches the town for invaders.
A clansdwarf sits atop a large steeder.
The Khildarak Quartermaster stands here.
< 60h/158H 107v/111V Pos: standing >
The Bottom Of A Carved Stairway
The southern cavern wall rises high into the darkness here. Its surface is
varied in texture from jagged to almost smooth. To the east, a stairway has
been carved into the wall, leading up to the gates of the city. To the
north is an open area, in which a large statue can be seen.
Obvious exits: -North -Up
< 60h/158H 106v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 60h/158H 106v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 60h/158H 105v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 60h/158H 104v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 60h/158H 104v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 60h/158H 103v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 61h/158H 102v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -North -Up -Down
< 61h/158H 102v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern. The cavern
itself is huge, its walls protecting the city from dangers. There is a
drop to the north, the city can be seen over its edge sprawling out on the
floor below. The inhabitants of the city can be seen moving below, their
sounds echoing slightly in the vastness of the cavern. The stairway continues
up to the east and down to the west.
Obvious exits: -North -Up -Down
< 61h/158H 101v/111V Pos: standing >
A Stairway Carved In Stone
This stairway has been carved into the face of the cavern wall. The
stairs are wide and spacious, requiring two steps to reach the next. There
is a sheer drop to the north, over which the stronghold can be seen
spreading out on the floor below. The stairway continues up to the east
and down to the west.
Obvious exits: -Up -Down
A shifty-eyed duergar lurks here in the shadows.
< 61h/158H 100v/111V Pos: standing >
A Wide And Spacious Overlook
This area overlooks the many buildings and streets that comprise the city.
Inhabitants can be seen moving, going about their daily business. Some of the
buildings rise near the ceiling of the 100 meter cavern that they occupy. To
the north the overlook ends, a false step in this direction would send you
falling to the floor below. A staircase has been carved into the stone of
the cavern wall to the west, descending down into the city. A huge set of
double gates lies to the south.
Obvious exits: -South# -Down
< 61h/158H 99v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 101v/111V Pos: standing >
Pardon?
< 61h/158H 101v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 101v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 101v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/158H 102v/111V Pos: standing >
Pardon?
< 64h/158H 111v/111V Pos: standing >
Your available eq slots are:
<floating about head>
<worn as a badge>
<worn on head>
<worn on eyes>
<worn in ear>
<worn in ear>
<worn on face>
<worn around neck>
<worn around neck>
<worn on body>
<worn about body>
<worn on back>
<worn as quiver>
<worn about waist>
<worn on belt buckle>
<attached to belt>
<attached to belt>
<worn on arms>
<held as shield> a small round wooden shield
<worn around wrist>
<worn around wrist>
<worn on hands>
<worn on finger>
<worn on finger>
<primary weapon>
<held>
<worn on legs>
<worn on feet>
< 64h/158H 111v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South# -Down
< 64h/158H 111v/111V Pos: standing >
Score information for Tag
Level: 11 Race: Duergar Class: Cleric Sex: Male
Hit points: 64(158) Moves: 111(111)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 80%
Status: Standing.
Frags: +0.00 Deaths: 3
Enchantments: Ultravision
Combat Pulse: 20 Spell Pulse: 0.95
Leaderboard Points: 109
Active Spells:
--------------
well-rested bonus (79 minutes)
< 64h/158H 111v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South# -Down
< 65h/158H 111v/111V Pos: standing >
You start chanting...
< 65h/158H 111v/111V Pos: standing >
You complete your spell...
You feel a lot better!
< 89h/158H 111v/111V Pos: standing >
You start chanting...
< 89h/158H 111v/111V Pos: standing >
Casting: cure serious **
< 89h/158H 111v/111V Pos: standing >
Casting: cure serious
< 89h/158H 111v/111V Pos: standing >
You complete your spell...
You feel a lot better!
< 109h/158H 111v/111V Pos: standing >
You don't have that spell memorized.
< 109h/158H 111v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South# -Down
< 110h/158H 111v/111V Pos: standing >
You must sit down before meditating!
< 110h/158H 111v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South# -Down
< 110h/158H 111v/111V Pos: standing >
You have memorized the following spells:
( 3rd circle) 1 - cause critical
( 2nd circle) 4 - cause serious
( 1st circle) 1 - armor
1 - bless
5 - cause light
And you are currently praying for the following spells:
9 seconds: ( 2nd) cure serious
19 seconds: ( 2nd) cure serious
You can pray no more spells.
< 110h/158H 111v/111V Pos: standing >
Autosaving...
< 110h/158H 111v/111V Pos: standing >
A Wide And Spacious Overlook
Obvious exits: -South# -Down
< 112h/158H 111v/111V Pos: standing >
You quickly scan the area.
A duergar outcast who is close by below you.
< 112h/158H 111v/111V Pos: standing >
Ok.
< 113h/158H 111v/111V Pos: standing >
Before The Gates of the Khildarak Stronghold
This area has been carved wide and spacious, with small rectangular
outlets on the east and west sides that serve as guard posts. The ceiling
is some 10 meters high, providing room for a huge set of double gates to
the north. The room narrows to the south where the start of passageway
can be seen.
Obvious exits: -North -South
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
A duergar guard watches the area intently
< 113h/158H 110v/111V Pos: standing >
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
< 113h/158H 108v/111V Pos: standing >
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 sits atop a large steeder.
A clansdwarf watches the area closely.
< 113h/158H 106v/111V Pos: standing >
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
< 113h/158H 104v/111V Pos: standing >
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
< 113h/158H 103v/111V Pos: standing >
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 sits atop a large steeder.
< 113h/158H 101v/111V Pos: standing >
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
A clansdwarf sits atop a large steeder.
< 113h/158H 99v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 113h/158H 99v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 113h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 113h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 113h/158H 100v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 114h/158H 100v/111V Pos: standing >
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
< 114h/158H 99v/111V Pos: standing >
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
< 114h/158H 97v/111V Pos: standing >
< 114h/158H 98v/111V Pos: standing >
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: -Down
< 114h/158H 97v/111V Pos: standing >
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
< 114h/158H 96v/111V Pos: standing >
Score information for Tag
Level: 11 Race: Duergar Class: Cleric Sex: Male
Hit points: 114(158) Moves: 97(111)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 80%
Status: Standing.
Frags: +0.00 Deaths: 3
Enchantments: Ultravision
Combat Pulse: 20 Spell Pulse: 0.95
Leaderboard Points: 109
Active Spells:
--------------
well-rested bonus (79 minutes)
< 114h/158H 97v/111V Pos: standing >
You start chanting...
< 115h/158H 99v/111V Pos: standing >
You complete your spell...
Bands of magic armor wrap around you!
< 115h/158H 102v/111V Pos: standing >
You start chanting...
< 115h/158H 103v/111V Pos: standing >
You complete your spell...
You briefly glow.
You suddenly feel blessed!
< 116h/158H 106v/111V Pos: standing >
Your epic bonus has been changed to Experience Bonus.
Please be aware your timer has been reset to now.
< 116h/158H 107v/111V Pos: standing >
Below the Khildarak Stronghold
Obvious exits: -East -Up
< 116h/158H 108v/111V Pos: standing >
Score information for Tag
Level: 11 Race: Duergar Class: Cleric Sex: Male
Hit points: 117(158) Moves: 109(111)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 80%
Status: Standing.
Frags: +0.00 Deaths: 3
Enchantments: Ultravision Armor
Combat Pulse: 20 Spell Pulse: 0.95
Leaderboard Points: 109
Active Spells:
--------------
bless (5 minutes)
armor (20 minutes)
well-rested bonus (79 minutes)
< 117h/158H 109v/111V Pos: standing >
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
< 117h/158H 110v/111V Pos: standing >
Cast which what where?
< 117h/158H 110v/111V Pos: standing >
Score information for Tag
Level: 11 Race: Duergar Class: Cleric Sex: Male
Hit points: 117(158) Moves: 110(111)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 80%
Status: Standing.
Frags: +0.00 Deaths: 3
Enchantments: Ultravision Armor
Combat Pulse: 20 Spell Pulse: 0.95
Leaderboard Points: 109
Active Spells:
--------------
bless (5 minutes)
armor (20 minutes)
well-rested bonus (79 minutes)
< 117h/158H 110v/111V Pos: standing >
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
< 117h/158H 109v/111V Pos: standing >
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
< 117h/158H 108v/111V Pos: standing >
MM....MM
,,M.oMM.MM
,,....o.M,
M.Mo@MM.M,
MM..oooM.,M
MM..oo.M,,
MMM..MMM
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East -South -West -Up
A large myconid wanders around in the darkness.
< 118h/158H 107v/111V Pos: standing >
A large myconid leaves east.
< 121h/158H 111v/111V Pos: standing >
A baby roper enters from the east.
< 123h/158H 111v/111V Pos: standing >
A baby roper suddenly attacks YOU!
A baby roper misses you.
< 123h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: small wounds E: baby sta EP: excellent >
You feel your skill in shield block improving.
You dodge a baby roper's vicious attack.
-=[You suddenly see a baby roper's foot in your chest.]=-
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper dodges your futile attack.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper misses you.
You dodge a baby roper's vicious attack.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper dodges your futile attack.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You barely block a baby roper's lunge at you.
A baby roper misses you.
A baby roper's kick parts your hair but does little else.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You miss a baby roper.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper misses you.
You barely block a baby roper's lunge at you.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper dodges your futile attack.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You barely block a baby roper's lunge at you.
A baby roper's kick parts your hair but does little else.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You miss a baby roper.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
A baby roper misses you.
< 116h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You miss a baby roper.
A baby roper misses you.
You dodge a baby roper's vicious attack.
-=[You suddenly see a baby roper's foot in your chest.]=-
< 108h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
-=[A baby roper's impressive bite strikes you very hard.]=-
< 93h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You miss a baby roper.
< 93h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
You dodge a baby roper's vicious attack.
A baby roper's kick parts your hair but does little else.
< 93h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: excellent >
[Damage: 3 ] -=[Your fine punch strikes a baby roper.]=-
< 93h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: few wounds E: baby sta EP: few scratches >
-=[A baby roper's impressive bite strikes you very hard.]=-
OUCH! That really did HURT!
< 77h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: nasty wounds E: baby sta EP: few scratches >
A baby roper dodges your futile attack.
< 77h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: nasty wounds E: baby sta EP: few scratches >
A baby roper misses you.
-=[You suddenly see a baby roper's foot in your chest.]=-
< 71h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: nasty wounds E: baby sta EP: few scratches >
A Grey Elf enters from the north.
An earth elemental enters from the north.
An earth elemental enters from the north.
< 71h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: nasty wounds E: baby sta EP: few scratches >
A goblin scout enters from the north.
A Grey Elf gives an order to his followers.
You are knocked to the ground by an earth elemental's mighty bash!
You dodge a bash from an earth elemental, who loses its balance and falls.
A Grey Elf avoids being bashed by a goblin scout, who loses his balance and falls.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A goblin scout misses a Grey Elf.
An earth elemental misses you.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A baby roper dodges your futile attack.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A baby roper misses you.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A Grey Elf's fine punch strikes a goblin scout.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A goblin scout misses a Grey Elf.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A Grey Elf starts casting an offensive spell.
< 67h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: nasty wounds E: baby sta EP: few scratches >
A Grey Elf completes his spell...
A Grey Elf utters the words 'diesilla barh'
-=[YOU'RE HIT! A lightning bolt from a Grey Elf starts your skin smoking.]=-
YIKES! Another hit like that, and you've had it!!
An earth elemental misses you.
-=[An earth elemental's fine crush seriously wounds you.]=-
< 19h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: awful E: baby sta EP: few scratches >
A baby roper dodges your futile attack.
< 19h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: awful E: baby sta EP: few scratches >
A Grey Elf starts casting an offensive spell.
< 19h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: awful E: baby sta EP: few scratches >
You feel your skill in shield block improving.
-=[A baby roper's fine bite enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
A baby roper misses you.
-=[You suddenly see a baby roper's foot in your chest.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 2h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: awful E: baby sta EP: few scratches >
A Grey Elf dodges a goblin scout's attack.
< 2h/158H 111v/111V Pos: sitting >
< T: Tag TP: sit TC: awful E: baby sta EP: few scratches >
You clamber to your feet.
< 2h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: awful E: baby sta EP: few scratches >
But you are a member of no group?!
< 2h/158H 111v/111V Pos: standing >
< T: Tag TP: sta TC: awful E: baby sta EP: few scratches >
A Grey Elf completes his spell...
A Grey Elf utters the words 'diesilla barh'
-=[YOU'RE HIT! A lightning bolt from a Grey Elf starts your skin smoking.]=-