The death of [46 Dark Dreamer] Cynee (Drow Elf)

in A Maze of Twisting Caverns

from the perspective of [53 Crusader] Zar o==(=Mithril=Knights=- (Githzerai)

<worn as a badge>    a sinister tin badge [65%]
<worn on head>       the helm of the dragonkind with a strange dark bloodstone (magic) (glowing) [61%]
<worn on eyes>       eyes of the tanar'ri [superior] (magic)
<worn in ear>        a tiny seashell [poor] (magic)
<worn in ear>        a tiny endurium earring (magic)
<worn on face>       Bahamut's mask of vigor (magic) (glowing)[199h 52m 18s]
<worn around neck>   a frost-covered braided necklace (magic)[199h 52m 18s]
<worn around neck>   a slaadi necklace of Chaos (glowing)
<worn on body>       a mithril breastplate with a golden cross [superior] (magic) (glowing)
<worn about body>    the cloak of the manta ray [superior]
<worn as quiver>     a rusty emerald quiver [22%]
<worn about waist>   a belt of black dragon scales [poor] (magic)
<worn on belt buckle>a golden scabbard encrusted with emeralds and rubies (magic) (glowing) [63%]
<worn on arms>       some blue dragonscale shoulder guards of endurance (magic)
<worn around wrist>  a steel wire of power (magic) (glowing)
<worn around wrist>  a marble bracelet [poor] (magic)
<worn on hands>      the legendary silverish gauntlets of Gith's Blessing of wisdom (magic) [63%]
<worn on finger>     ring of the past [superior] (magic) (glowing)
<worn on finger>     a titanium ring [superior] (magic) (glowing)
<wielding twohanded> the mace of the earth (magic) (glowing)[199h 52m 18s]
<worn on legs>       a pair of aboleth leggings of constitution (magic)
<worn on feet>       the winged boots of angelic movement (magic)

Fheer swims in from above.

< 848h/802H 179v/220V Pos: standing >
Drok swims down.
Semat swims down.
Dzy swims down.
Jethrus swims down.
Jova swims down.
You follow Drok.

You grin as you realize you're floating, with no floor in the room.

<map>
Zone: The Shaughin Hunting Grounds.
Room: The Base of a Towering Waaterfall
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: The Base of a Towering Waaterfall
</map>
The Base of a Towering Waaterfall
     Here the passage is completely filled with a large, turbulent pool
of water.  A loud, echoing roaring sound created by water cascading down
from high and crashing into the pool here drowns out all other noise in
the chamber.  While the pool is not particularly deep, the swirling
and unpredictable currents make it impossible to swim or wade across
to the other side.  The pool empties the pool through the passage to
the north, filling that direction with swiftly moving water.  The moss
which adorns much of the walls of this cavern system is even more abundant
here by the pool, drinking in the constant spray of airborne water which
fills the chamber.  It does not seem possible for any creatures which
do not possess the ability to fly or levitate themselves to even enter
this room, let alone pass deeper into the cavern system to the north.
High above, the cavern continues off into the darkness as the falling
water continues to cut a swathe through the once solid rock above.
Obvious exits: -North -South -Up   
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach floats in from above.
Birj floats in from above.

< 848h/802H 177v/220V Pos: standing >
You take a deep breath of fresh air.

< 848h/802H 178v/220V Pos: standing >
Drok leaves south.
Semat leaves south.
Dzy leaves south.
Jethrus leaves south.
Jova leaves south.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Cavern off the Underdark Depths
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Cavern off the Underdark Depths
</map>
A Cavern off the Underdark Depths
     Here the mighty cavernous depths of the underdark which extend into
the pitch black darkness to the south slowly diminish and begin to form
the start of a passage to the north.  While the long dead creators of the
original passage left a rough and twisting cavern, sentient beings long
ago smoothed and enlarged the walls to make the tunnel fairly uniform.
A very low growling sound, more echos and low rumbling whispers then any
tangible noise, emanates from the south where the tunnel continues on.
The smooth walls of the cavern here are covered by the trademark glowing
moss which bathes the entirety of this cavern system in a gentle light.
The sound of rushing water can be heard to the north, and the watermarks
high upon the walls indicate that this cavern has occasionally flooded
in the past.
Obvious exits: -North -South -West #
The remnants of an old campfire are scattered here.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the north.
Birj enters from the north.
Fheer sneaks in from the north.

< 846h/800H 178v/220V Pos: standing >

< 846h/800H 179v/220V Pos: standing >
You still need: 3 Dex, 11 Int, 6 Wis, 1 Agi, 3 Con, 11 Pow, 10 Luk, 18 Cha.

< 844h/798H 180v/220V Pos: standing >

< 842h/796H 182v/220V Pos: standing >
Drok opens the secret.

< 842h/796H 183v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Dzy leaves west.
Jethrus leaves west.
Jova leaves west.
Gellz sneaks west.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -North -East 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
A shaughin worker performs maintenance on the passage here.(Red Aura)
A shaughin worker performs maintenance on the passage here.(Red Aura)
Molach enters from the east.
Birj enters from the east.
Fheer sneaks in from the east.

< 842h/796H 183v/220V Pos: standing >

< 842h/796H 183v/220V Pos: standing >
Drok closes the secret.

< 840h/794H 184v/220V Pos: standing >
Drok leaves north.
Semat leaves north.
Dzy leaves north.
Jethrus leaves north.
Jova leaves north.
Gellz sneaks north.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -North -South
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the south.
Birj enters from the south.

< 840h/794H 184v/220V Pos: standing >
Drok leaves north.
Semat leaves north.
Dzy leaves north.
Jethrus leaves north.
Jova leaves north.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -North -South
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the south.
Birj enters from the south.

< 840h/794H 183v/220V Pos: standing >

< 840h/794H 183v/220V Pos: standing >
Drok leaves north.
Semat leaves north.
Dzy leaves north.
Jethrus leaves north.
Jova leaves north.
Gellz sneaks north.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Kill Processing Camp
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Kill Processing Camp
</map>
A Kill Processing Camp
     Here the passage which extends to the south and west has been
widened out considerably, and filled with a large firepit as well as
several meat smoking huts.  The room is filled with the constant sounds
of activity as the shaughin here dilligently process the kills brought
in by the hunters who bravely stock the maze.  A pile of bones sits
in the corner of the passage, and several massive bear carcasses are
currently hanging along the north wall awaiting processing.
A soothing aura fills the area.
Obvious exits: -South -West 
A roaring campfire burns here, warm and inviting.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
A shaughin worker helps process the recent kills here.(Red Aura)
A shaughin worker helps process the recent kills here.(Red Aura)
Molach enters from the south.
Birj enters from the south.
Fheer sneaks in from the south.

< 838h/792H 184v/220V Pos: standing >

< 838h/792H 184v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Jethrus leaves west.
Jova leaves west.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -East  -West 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the east.
Birj enters from the east.
Fheer sneaks in from the east.

< 838h/792H 183v/220V Pos: standing >

< 838h/792H 183v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Dzy sneaks west.
Jethrus leaves west.
Jova leaves west.
Gellz sneaks west.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -East  -West 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the east.
Birj enters from the east.

< 836h/790H 183v/220V Pos: standing >

< 836h/790H 183v/220V Pos: standing >
Drok leaves east.
Semat leaves east.
Dzy sneaks east.
Jethrus leaves east.
Jova leaves east.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -East  -West 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the west.
Birj enters from the west.
Fheer sneaks in from the west.

< 836h/790H 182v/220V Pos: standing >

< 836h/790H 182v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Dzy sneaks west.
Jethrus leaves west.
Jova leaves west.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -East  -West 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the east.
Birj enters from the east.
Fheer sneaks in from the east.

< 834h/788H 181v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Jethrus leaves west.
Jova leaves west.
You follow Drok.


<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>

<map>
Zone: The Shaughin Settlement.
Room: A Secret Hunting Passage
</map>
A Secret Hunting Passage
     This passage is smooth and hand carved, and shows the signs of
recent and constant passage.  Although possibly not created by the
shaughin which hunt the maze, it nonetheless is being used by them
to allow a secret means of entry and exit to the maze as well as a
safe refuge for rest and kill processing.  Bits of decomposing flesh
occasionally dot the ground here, probably remnants of the kills which
are often dragged through the passage by the hunters.  The smell of
smoking underdark vegetation permeates the passage, indicating the
presence of a nearby campfire.
Obvious exits: -North -East 
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
A shaughin worker performs maintenance on the passage here.(Red Aura)
Molach enters from the east.
Birj enters from the east.

< 834h/788H 180v/220V Pos: standing >

< 834h/788H 180v/220V Pos: standing >

< 834h/788H 181v/220V Pos: standing >
Drok leaves north.
Semat leaves north.
Dzy sneaks north.
Jethrus leaves north.
Jova leaves north.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: An Old Campfire in the Maze
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: An Old Campfire in the Maze
</map>
An Old Campfire in the Maze
     Here the maze seems somewhat less daunting, as several of the
walls here do not contain the trademark sponge like mass of tunnels
of all widths leading off in random directions.  The southern wall
in particular is fairly smooth and unmarred, an oddity within the
hunting grounds of the lower caverns.  Signs of sentient life such as
broken arrowheads, bits of leather, and discarded bits of fur abound
here.  The remnants of an old campfire, many times rekindled sits in
the center of the tunnel here, the charred wood sticking up like
bones.  On the southern wall, smooth and absent of tunnels, there
are unmistakable tool marks which perhaps warrant a much longer
investigation.
Obvious exits: -North -East  -South -West 
The corpse of an angry deep dwarf is lying here.
The remnants of an old campfire are scattered here.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the south.
Birj enters from the south.

< 832h/786H 180v/220V Pos: standing >

< 832h/786H 180v/220V Pos: standing >

< 831h/786H 181v/220V Pos: standing >

< 831h/786H 182v/220V Pos: standing >
A faint hum can be heard from Doombringer, the sword of chaos carried by Drok.

< 831h/786H 182v/220V Pos: standing >

< 827h/782H 186v/220V Pos: standing >
You quickly scan the area.
A swarm of insects who is not far off to your north.
A swarm of insects who is not far off to your north.
A swarm of insects who is not far off to your north.
A translucent cavern cube who is not far off to your north.
A Drow Elf who is not far off to your north.
A Drow Elf who is not far off to your north.
A Drow Elf who is not far off to your north.
A Drow Elf who is not far off to your north.
A Drow Elf who is not far off to your north.
A shaughin dark hunter who is close by to your east.
A black troll who is not far off to your east.
A deep crawler who is not far off to your east.
A shaughin elite hunter who is not far off to your east.
A shaughin camp worker who is close by to your south.
A giant cavern bear who is not far off to your west.
A giant cavern bear who is not far off to your west.
A giant cavern bear who is not far off to your west.
A giant cavern bear who is not far off to your west.

< 827h/782H 187v/220V Pos: standing >

< 825h/780H 190v/220V Pos: standing >

< 823h/778H 191v/220V Pos: standing >

< 823h/778H 192v/220V Pos: standing >
Drok leaves west.
Semat leaves west.
Dzy leaves west.
Jethrus leaves west.
Jova leaves west.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze Before a Dark Lair
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze Before a Dark Lair
</map>
A Maze Before a Dark Lair
     Here the maze of tiny, small, medium, and large tunnels seems to
consolidate down to a single passage.  The walls begin to grow smooth
along the largest tunnel, which also seems to widen as the passage
progresses.  The ground is matted by small tufts of fur which appear
to have been shed constantly in this room, and disturbingly large
footprints are scattered through the dry mud here.  The low growling
sound which echo's through the rest of the maze is much more prevalent
here, growing quite loud and achieving the bassy rumble usually only
associated with large wagon convoys and siege equipment moving across
rocky terrain.  Whatever lies ahead which is producing this sound must
be quite massive indeed, and is likely a force to be reckoned with.
Obvious exits: -East  -West 
The corpse of a giant cavern bear is lying here.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the east.
Birj enters from the east.

< 823h/778H 191v/220V Pos: standing >

< 823h/778H 192v/220V Pos: standing >
A faint hum can be heard from Doombringer, the sword of chaos carried by Drok.

< 823h/778H 192v/220V Pos: standing >
Drok leaves east.
Semat leaves east.
Dzy leaves east.
Jethrus leaves east.
Jova leaves east.
Gellz sneaks east.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: An Old Campfire in the Maze
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: An Old Campfire in the Maze
</map>
An Old Campfire in the Maze
     Here the maze seems somewhat less daunting, as several of the
walls here do not contain the trademark sponge like mass of tunnels
of all widths leading off in random directions.  The southern wall
in particular is fairly smooth and unmarred, an oddity within the
hunting grounds of the lower caverns.  Signs of sentient life such as
broken arrowheads, bits of leather, and discarded bits of fur abound
here.  The remnants of an old campfire, many times rekindled sits in
the center of the tunnel here, the charred wood sticking up like
bones.  On the southern wall, smooth and absent of tunnels, there
are unmistakable tool marks which perhaps warrant a much longer
investigation.
Obvious exits: -North -East  -South -West 
The corpse of an angry deep dwarf is lying here.
The remnants of an old campfire are scattered here.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the west.
Birj enters from the west.
Fheer sneaks in from the west.

< 821h/776H 193v/220V Pos: standing >

< 821h/776H 193v/220V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.

< 819h/774H 194v/220V Pos: standing >

< 819h/774H 195v/220V Pos: standing >

< 819h/774H 196v/220V Pos: standing >

< 819h/774H 196v/220V Pos: standing >

< 819h/774H 197v/220V Pos: standing >
Drok leaves north.
Semat sneaks north.
Dzy leaves north.
Jethrus leaves north.
Jova leaves north.
Gellz sneaks north.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze of Twisting Caverns
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze of Twisting Caverns
</map>
A Maze of Twisting Caverns
     This area is a horribly confusing mass of tunnels heading off
in every direction imaginably.  Only a few of the tunnels are large
enough to accomdate even the smallest of humanoid creatures, although
the thousands of smaller holes riddle every surface here.  The original
denziens of this maze and likely creators of the tunnels are long since
vanished to the unfathomable depths of the underdark, leaving a vast
playground for the animals which have since taken up residence here.
While the plethora of smaller holes provide cover and safety for small
cave rats and cavern snakes both of which can be seen in glimpses
traversing the endless tunnels, the place is strangly absent of any
of the larger animals which would normally be present.  The massive
clawed footprints which occasionally marr the fairly dry but still
sticky mud here perhaps have something to do with their absence.  Both
a low gutteral growling sound and a smooth scraping sound seem to come
from all directions at once, echoing hauntingly through this maze of
tunnels and further erasing any sense of direction.
Obvious exits: -North -South
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
*Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
Molach enters from the south.
Birj enters from the south.

< 817h/772H 198v/220V Pos: standing >
Drok leaves north.
Semat sneaks north.
Dzy leaves north.
Jethrus leaves north.
Jova leaves north.
Gellz sneaks north.
You follow Drok.


<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze of Twisting Caverns
</map>

<map>
Zone: The Shaughin Hunting Grounds.
Room: A Maze of Twisting Caverns
</map>
A Maze of Twisting Caverns
     This area is a horribly confusing mass of tunnels heading off
in every direction imaginably.  Only a few of the tunnels are large
enough to accomdate even the smallest of humanoid creatures, although
the thousands of smaller holes riddle every surface here.  The original
denziens of this maze and likely creators of the tunnels are long since
vanished to the unfathomable depths of the underdark, leaving a vast
playground for the animals which have since taken up residence here.
While the plethora of smaller holes provide cover and safety for small
cave rats and cavern snakes both of which can be seen in glimpses
traversing the endless tunnels, the place is strangly absent of any
of the larger animals which would normally be present.  The massive
clawed footprints which occasionally marr the fairly dry but still
sticky mud here perhaps have something to do with their absence.  Both
a low gutteral growling sound and a smooth scraping sound seem to come
from all directions at once, echoing hauntingly through this maze of
tunnels and further erasing any sense of direction.
Obvious exits: -North -South -West 
Puddles of fresh blood cover the ground.
*Gellz Dominus o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
A brightly glowing torch floats near Gellz's head. (Illuminating)
Jova  o==(=Mithril=Knights=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
Jethrus  o==(=Mithril=Knights=- (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
Dzy  o==(=Mithril=Knights=- (ShadowBeast)(large) stands in mid-air here.
*Semat  o==(=Mithril=Knights=- (Human)(medium) stands in mid-air here.(Gold Aura)
Drok TrEeHuGgEr o==(=Mithril=Knights=- (Firbolg)(huge) stands in mid-air here.(Gold Aura)
An impenetrable globe of darkness floats near Drok's head.
A shadow monster stands in mid-air here, fighting a translucent cavern cube. (Minion) 
A swarm of insects stands in mid-air here, fighting a translucent cavern cube. (Minion) 
A swarm of insects stands in mid-air here, fighting a translucent cavern cube. (Minion) 
A swarm of insects stands in mid-air here, fighting a translucent cavern cube. (Minion) 
A translucent cavern cube stands in mid-air here, fighting a swarm of insects.(Red Aura)
A Drow Elf (medium) stands in mid-air here. (Casting) (Red Aura)
A Drow Elf (medium) stands in mid-air here, fighting a translucent cavern cube.(Red Aura)
A Drow Elf (medium) stands in mid-air here, fighting a translucent cavern cube.(Red Aura)
A Drow Elf (medium) stands in mid-air here, fighting a translucent cavern cube.(Red Aura)
Molach enters from the south.
Birj enters from the south.

< 817h/772H 197v/220V Pos: standing >

< 817h/772H 197v/220V Pos: standing >
Fheer starts casting an offensive spell.
Fheer snaps into visibility.

< 815h/770H 198v/220V Pos: standing >
Jova settles to his knees.

< 815h/770H 198v/220V Pos: standing >
Birj starts casting an offensive spell.

< 815h/770H 199v/220V Pos: standing >
A Drow Elf completes her spell...
A Drow Elf utters the word 'pawwzf'
A Drow Elf creates a hammer out of thin air that smashes into a translucent cavern cube, bits of flesh and bone fly everywhere!
Semat snaps into visibility.
Semat tackles a Drow Elf square in the chest knocking the wind out of her!
Bash who?
Drok suddenly looks a bit dumb, and madly slams at a Drow Elf!

< 815h/770H 199v/220V Pos: standing >
You are already standing.

< 815h/770H 199v/220V Pos: standing >
Fheer completes his spell...
Fheer utters the words 'energy drain'
Fheer drains a Drow Elf - what a waste of energy!

< 815h/770H 200v/220V Pos: standing >
Dzy tackles a Drow Elf square in the chest knocking the wind out of her!
Gellz suddenly attacks a Drow Elf!
Gellz snaps into visibility.

< 815h/770H 201v/220V Pos: standing >
A Drow Elf attacks a translucent cavern cube. [0 Hits]
A Drow Elf attacks a translucent cavern cube. [0 Hits]
A Drow Elf attacks a translucent cavern cube. [0 Hits]
You snap into visibility.
As a Drow Elf avoids your bash, you topple over and fall to the ground.

< 813h/768H 201v/220V Pos: sitting >
Birj completes his spell...
Birj utters the words 'abrauztg gpahhzfuio uqzbarr'
Birj points at a Drow Elf.
Birj's iceball shatters upon impacting a Drow Elf, rending flesh and sending blood flying.
A shadow monster attacks a translucent cavern cube. [1 Hits]
Jova passes well above his target and lands on his head.
Fheer starts casting an offensive spell.
Fheer snaps into visibility.

< 813h/768H 201v/220V Pos: sitting >
A Drow Elf attacks Dzy. [0 Hits]
A swarm of insects attacks a translucent cavern cube. [1 Hits]
A swarm of insects attacks a translucent cavern cube. [2 Hits]

< 813h/768H 202v/220V Pos: sitting >
Fheer completes his spell...
Fheer utters the words 'energy drain'
Fheer snaps into visibility.
Fheer drains a Drow Elf - what a waste of energy!
A Drow Elf's well-polished mithril body shield [superior] was disintegrated by the negative energy!
A Drow Elf's bamboo battlehelm was disintegrated by the negative energy!
A Drow Elf's wisp of living wind was disintegrated by the negative energy!
A Drow Elf stops following a Drow Elf.
A Drow Elf stops following a Drow Elf.
A Drow Elf stops following a Drow Elf.
A Drow Elf is dead! R.I.P.
You receive your share of experience.