The death of [39 Thief] Rakor Brewed in Blood (Shade)

in A Hidden Cavern of Armageddon

from the perspective of [39 Thief] Rakor Brewed in Blood (Shade)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       the diamond crown of Winduin (glowing)
<worn on eyes>       a pitted diamond visor from Cloud Giant Kingdom
<worn in ear>        an angelic dragonscale stud from Alatorin - the Forge City
<worn in ear>        a black pearl earring [superior]
<worn on face>       a white hot mask of living flame [poor] (glowing)
<worn around neck>   a pendant of fire [87%]
<worn around neck>   a decent brass torque from Alatorin - the Forge City
<worn on body>       a breastplate melded with drowidian metal [superior] (magic)
<worn on back>       a glowing bard sack [poor] (glowing)
<worn as quiver>     a glowing bard sack [superior] (glowing)
<worn about waist>   a sash of Tentro
<worn on belt buckle>a rugged adventurers satchel (magic)
<worn on arms>       a pair of frost-rimed cold iron vambraces [superior] (magic)
<worn around wrist>  an elven bracelet of precision [poor] (magic)
<worn around wrist>  an elven bracelet of precision [poor] (magic)
<worn on hands>      the gloves of the storm
<worn on finger>     a soldiers black-bone ring
<primary weapon>     a darksteel rapier [poor] with a strange black stone (magic) (glowing)
<secondary weapon>   a serrated dirk of adamantium [poor] (magic)
<worn on legs>       some flexible leggings of hellfire (magic) (glowing)
<worn on feet>       a pair of juggler's shoes

Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 157h/372H 173v/197V Pos: standing >
Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South -Up   
The corpse of a swamp spawn is lying here.
The corpse of a troll BeRSeRkeR is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 157h/372H 168v/197V Pos: standing >
Zloin floats up.
Zloin leaves up.
You follow Zloin.

A Deadend
   Yet another deadend deep inside these infernal swamp tunnels, and
panic starts to set into all but the most experienced adventurer.  The
constant attacks by the hideous residents of these tunnels as well as the
terrain and enviroment are enough to unnerve just about anyone. Mounds
of rotting vegetation cover the floor here, though not nearly as densely
elsewhere in the tunnels.
Obvious exits: -North -Down 
The corpse of a stirge swarm is lying here.
The corpse of a troll BeRSeRkeR is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 158h/372H 169v/197V Pos: standing >
Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Damp Tunnel
   The inside of the tunnel breeds a bad case of claustrophobia, the walls
and ceiling seem entirely too small, and the insects and parasites that
live off the dead vegetation bring forgotton nightmares rushing back to
the surface of conciousness. Unearthly howls of the denizens of this dank
tunnel echo through its rotting hallways, and the smell is enough to
induce vomitting.
Obvious exits: -East  -South
A greyish stone wall is here to the east. (magic)
The corpse of a stirge swarm is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 159h/372H 165v/197V Pos: standing >
Zloin leaves south.
Zloin leaves south.
You follow Zloin.

A Deadend
   Yet another deadend deep inside these infernal swamp tunnels, and
panic starts to set into all but the most experienced adventurer.  The
constant attacks by the hideous residents of these tunnels as well as the
terrain and enviroment are enough to unnerve just about anyone. Mounds
of rotting vegetation cover the floor here, though not nearly as densely
elsewhere in the tunnels.
Obvious exits: -North -Down 
The corpse of a stirge swarm is lying here.
The corpse of a troll BeRSeRkeR is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 159h/372H 162v/197V Pos: standing >
Zloin floats down.
Zloin leaves down.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South -Up   
The corpse of a swamp spawn is lying here.
The corpse of a troll BeRSeRkeR is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 160h/372H 161v/197V Pos: standing >
Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -South -West 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 160h/372H 157v/197V Pos: standing >
Zloin leaves west.
Zloin leaves west.
You follow Zloin.

A Deadend
   Yet another deadend deep inside these infernal swamp tunnels, and
panic starts to set into all but the most experienced adventurer.  The
constant attacks by the hideous residents of these tunnels as well as the
terrain and enviroment are enough to unnerve just about anyone.
Obvious exits: -East 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 161h/372H 154v/197V Pos: standing >
Zloin leaves east.
Zloin leaves east.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -South -West 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 161h/372H 149v/197V Pos: standing >
Zloin leaves south.
Zloin leaves south.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South -Up   
The corpse of a swamp spawn is lying here.
The corpse of a troll BeRSeRkeR is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 161h/372H 146v/197V Pos: standing >
Zloin leaves south.
Zloin leaves south.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 161h/372H 141v/197V Pos: standing >
Zloin leaves south.
Zloin leaves south.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -East 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 161h/372H 137v/197V Pos: standing >
Zloin leaves east.
Zloin leaves east.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -West 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 162h/372H 132v/197V Pos: standing >
Zloin leaves east.
Zloin leaves east.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -South -West 
The corpse of a swamp spawn is lying here.
The corpse of a troll BeRSeRkeR is lying here.
The corpse of a bog beast is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 162h/372H 128v/197V Pos: standing >
Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 162h/372H 125v/197V Pos: standing >
Zloin leaves east.
Zloin leaves east.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -West 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 163h/372H 121v/197V Pos: standing >
Zloin leaves north.
Zloin leaves north.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
A glowing sphere of energy is here, slowly growing dimmer. (magic)
[2] The corpse of a bog beast is lying here.
The corpse of a stirge swarm is lying here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
A Shade (small)  < The Commonwealth > stands in mid-air here.
*A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
A troll gladiator stands here, fighting a Centaur.
A Centaur (large) stands in mid-air here, fighting a troll gladiator.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.

< 163h/372H 118v/197V Pos: standing >
Zloin leaves south.
Zloin leaves south.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -West 
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 164h/372H 115v/197V Pos: standing >
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
A glowing sphere of energy is here, slowly growing dimmer. (magic)
[2] The corpse of a bog beast is lying here.
The corpse of a stirge swarm is lying here.
A Shade (small)  < The Commonwealth > stands in mid-air here.
*A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
A troll gladiator stands here, fighting a Centaur.
A Centaur (large) stands in mid-air here, fighting a troll gladiator. (Casting) 
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.

< 165h/372H 113v/197V Pos: standing >
A Gnome sneaks south.

< 165h/372H 113v/197V Pos: standing >
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -West 
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here, fighting Zloin.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) sits in mid-air here, fighting a Grey Elf.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin leaves west.
You follow Zloin.

A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.

< 166h/372H 104v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 166h/372H 106v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 166h/372H 107v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 167h/372H 107v/197V Pos: standing >
A Grey Elf enters from the east.

< 167h/372H 108v/197V Pos: standing >
Sparkling magic surrounds Zloin as he begins his chant.
Zloin starts casting a spell.

< 167h/372H 110v/197V Pos: standing >
Zloin completes his spell...
Zloin utters the words 'wuffaf uwaoz'
A spitting image of Zloin suddenly rises from the ground!
A spitting image of Zloin suddenly rises from the ground!
A spitting image of Zloin suddenly rises from the ground!
A spitting image of Zloin suddenly rises from the ground!

< 168h/372H 111v/197V Pos: standing >
You attempt to flee...
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -West 
Fresh blood covers everything in the area.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.
You flee eastward!

< 168h/372H 95v/197V Pos: standing >
A Gnome sneaks west.
A Grey Elf sneaks west.

< 169h/372H 97v/197V Pos: standing >
A Gnome sneaks in from the west.

< 169h/372H 98v/197V Pos: standing >
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
Zloin FeRMEntaTIOn-OvERLord Brewed in Blood (Drow Elf)(medium) stands in mid-air here.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
Sparkling magic surrounds Zloin as he begins his chant.
Zloin starts casting an offensive spell.

< 170h/372H 94v/197V Pos: standing >
Zloin completes his spell...
Zloin utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from Zloin striking a Grey Elf full on!
Zloin snaps into visibility.
A Grey Elf's royal clasp of Bloodstone was corroded by acid.

< 170h/372H 95v/197V Pos: standing >
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -North -West 
Fresh blood covers everything in the area.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.

< 170h/372H 91v/197V Pos: standing >
A Gnome sneaks west.
A Decaying Tunnel
   As one travels deeper into these infernal tunnels, mobility through the
rotting muck becomes nearly impossible, and the predators that lurk these
tunnels become increasingly more violent, vicious, and deadly.  Smaller
creatures of the overland marsh are no longer present, obviously all eaten
or butchered by the larger beasts here. The tunnel itself is mazelike, and
it is hard to determine who or what made these passageways in the first
place or if they are some sick and twisted design of nature, for the only
purpose of luring in the foolish and devour them once and for all.
Obvious exits: -East  -South
A glowing sphere of energy is here, slowly growing dimmer. (magic)
[2] The corpse of a bog beast is lying here.
The corpse of a stirge swarm is lying here.
*A Githzerai (medium)  < The Commonwealth > stands in mid-air here.
*A Centaur (large)  < The Commonwealth > stands in mid-air here.
A Shade (small)  < The Commonwealth > stands in mid-air here.
A troll gladiator stands here, fighting a Centaur.
A Centaur (large) stands in mid-air here, fighting a troll gladiator.

< 171h/372H 88v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 171h/372H 88v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 171h/372H 89v/197V Pos: standing >
A Deadend
   Yet another deadend deep inside these infernal swamp tunnels, and
panic starts to set into all but the most experienced adventurer.  The
constant attacks by the hideous residents of these tunnels as well as the
terrain and enviroment are enough to unnerve just about anyone. Unlike
the majority of the swamp, there seems by a large pile of stones placed
here, strangely out of place in this damp, murky, underground marshland.
Obvious exits: -North -West 

< 172h/372H 85v/197V Pos: standing >
A Hidden Cavern of Armageddon
   The forces of anarchy seemed to have penetrated even the eastern lands,
as this appears to be an outpost for the army of armageddon. Though the
strike force here doesn't seem to be very large, it is quite possible they
are only in the staging phase of a future invasion. Even the orcs of Storm
Port would not tolerate the sight of the minions of armageddon,  as there
only true goal is to destroy and raze all in the world, including the cities
of their brethren.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of an orc warlord is lying here.
[2] The corpse of an orc priest is lying here.
A HUGE stone golem stands here, fighting an orc warlord. (Minion) 
An orc warlord stands here, fighting a HUGE stone golem.

< 172h/372H 82v/197V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 172h/372H 82v/197V Pos: standing >
An orc warlord's fine punch strikes a HUGE stone golem.
An orc warlord's punch strikes a HUGE stone golem.
An orc warlord's decent punch strikes a HUGE stone golem.

< 173h/372H 85v/197V Pos: standing >
A HUGE stone golem's skin seems to turn to stone.

< 173h/372H 87v/197V Pos: standing >
Off in the distance there is a thundering roar and billowing smoke.

< 174h/372H 89v/197V Pos: standing >
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem kicks an orc warlord in the stomach, rendering him breathless.

< 176h/372H 94v/197V Pos: standing >
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord kicks a HUGE stone golem in the side with a hefty roundhouse kick.

< 176h/372H 95v/197V Pos: standing >
A Githzerai sneaks in from the south.

< 177h/372H 97v/197V Pos: standing >
The sky lights up with brilliant lightning flashes!

< 177h/372H 98v/197V Pos: standing >
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem dodges an orc warlord's attack.
An orc warlord's weak punch wounds a HUGE stone golem.
A HUGE stone golem dodges an orc warlord's attack.

< 180h/372H 106v/197V Pos: standing >
A HUGE stone golem wraps its HUGE arms around an orc warlord, squeezing him powerfully.

< 180h/372H 108v/197V Pos: standing >
A Githzerai sneaks in from the east.

< 182h/372H 113v/197V Pos: standing >

		Score information for Rakor

Level: 39   Race: Shade   Class: Rogue / Thief Sex: Male
Hit points: 182(372)  Moves: 114(197)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: none
Status:  Standing.
         Coldshielded
Frags:   +0.00   Deaths:   7
Detecting:      Invisible Magic Life
Protected from: Fire Cold Low Circle spells
Enchantments:   Ultravision Farsee Aware Haste Levitation Listen
Combat Pulse:   16 Spell Pulse:  0.70 
Leaderboard Points:  389 

Active Spells:
--------------
stone skin (2 minutes)
roar of heroes (less than a minute remaining)


< 182h/372H 114v/197V Pos: standing >
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.

< 183h/372H 117v/197V Pos: standing >
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem's decent crush grazes an orc warlord.

< 184h/372H 119v/197V Pos: standing >
A Hidden Cavern of Armageddon
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of an orc warlord is lying here.
[2] The corpse of an orc priest is lying here.
A HUGE stone golem stands here, fighting an orc warlord. (Minion) 
An orc warlord stands here, fighting a HUGE stone golem.

< 185h/372H 122v/197V Pos: standing >

< 185h/372H 124v/197V Pos: standing >
An orc warlord's punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord kicks a HUGE stone golem in the side with a hefty roundhouse kick.

< 187h/372H 128v/197V Pos: standing >
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem's decent crush grazes an orc warlord.
A HUGE stone golem kicks an orc warlord in the stomach, rendering him breathless.

< 188h/372H 131v/197V Pos: standing >
A Hidden Cavern of Armageddon
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of an orc warlord is lying here.
[2] The corpse of an orc priest is lying here.
A HUGE stone golem stands here, fighting an orc warlord. (Minion) 
An orc warlord stands here, fighting a HUGE stone golem.

< 190h/372H 138v/197V Pos: standing >
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's weak punch wounds a HUGE stone golem.
An orc warlord's feeble punch grazes a HUGE stone golem.

< 190h/372H 139v/197V Pos: standing >
Looks like an exit.
You extend your sights eastward.
A Hidden Cavern of Armageddon
   Though almost everywhere within the tunnels between the Jade wilds is
muck and swampland, this seems to be an exception due to the work of the
armageddon soldiers. Rocks and stones have been fitted into the tunnel walls
for support against the tunnel walls as well as defense. As a result the
air is much easier to breath, the swamp fumes are lessened and the tunnel
denizens are void, replaced instead with soldiers of armageddon, a threat
as dangerous, if not more, than any swamp beast.
Obvious exits: -North -East  -West 
A HUGE stone golem stands solemnly here. (minion) 

< 191h/372H 142v/197V Pos: standing >
A HUGE stone golem's decent crush wounds an orc warlord.

< 192h/372H 144v/197V Pos: standing >
A Hidden Cavern of Armageddon
   Though almost everywhere within the tunnels between the Jade wilds is
muck and swampland, this seems to be an exception due to the work of the
armageddon soldiers. Rocks and stones have been fitted into the tunnel walls
for support against the tunnel walls as well as defense. As a result the
air is much easier to breath, the swamp fumes are lessened and the tunnel
denizens are void, replaced instead with soldiers of armageddon, a threat
as dangerous, if not more, than any swamp beast.
Obvious exits: -North -East  -West 
A HUGE stone golem stands solemnly here. (minion) 

< 193h/372H 146v/197V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 193h/372H 147v/197V Pos: standing >
A Hidden Cavern of Armageddon
Obvious exits: -North -East  -West 
A HUGE stone golem stands solemnly here. (minion) 

< 197h/372H 159v/197V Pos: standing >
Zloin shouts 'typical complete cowardice fashion, get more, pussies'

< 201h/372H 170v/197V Pos: standing >

< 205h/372H 182v/197V Pos: standing >
A Hidden Cavern of Armageddon
Obvious exits: -North -East  -West 
A HUGE stone golem stands solemnly here. (minion) 

< 205h/372H 182v/197V Pos: standing >
A Gnome sneaks in from the north.
A Grey Elf enters from the north.
A Centaur trots in from the north.

< 207h/372H 188v/197V Pos: standing >
A HUGE stone golem suddenly attacks a Centaur!
A HUGE stone golem misses a Centaur.
A Human falls asleep.

< 207h/372H 189v/197V Pos: standing >
A Gnome sneaks east.
A Grey Elf leaves east.
A Grey Elf sneaks east.

< 207h/372H 191v/197V Pos: standing >
A Grey Elf enters from the east.
Alas, you cannot go that way. . . .

< 208h/372H 192v/197V Pos: standing >
A Gnome sneaks west.
A Grey Elf leaves west.
A Hidden Cavern of Armageddon
   The forces of anarchy seemed to have penetrated even the eastern lands,
as this appears to be an outpost for the army of armageddon. Though the
strike force here doesn't seem to be very large, it is quite possible they
are only in the staging phase of a future invasion. Even the orcs of Storm
Port would not tolerate the sight of the minions of armageddon,  as there
only true goal is to destroy and raze all in the world, including the cities
of their brethren.
Obvious exits: -North -East  -South -West 
A few drops of fresh blood are scattered around the area.
The corpse of an orc warlord is lying here.
[2] The corpse of an orc priest is lying here.
*A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.
A troll BeRSeRkeR stands here, fighting a HUGE stone golem.
A HUGE stone golem stands here, fighting an orc warlord. (Minion) 
An orc warlord stands here, fighting a HUGE stone golem.
A Grey Elf stops following a Gnome.

< 208h/372H 191v/197V Pos: standing >
A Grey Elf sneaks west.
Pardon?

< 208h/372H 192v/197V Pos: standing >
A Hidden Cavern of Armageddon
   Though almost everywhere within the tunnels between the Jade wilds is
muck and swampland, this seems to be an exception due to the work of the
armageddon soldiers. Rocks and stones have been fitted into the tunnel walls
for support against the tunnel walls as well as defense. As a result the
air is much easier to breath, the swamp fumes are lessened and the tunnel
denizens are void, replaced instead with soldiers of armageddon, a threat
as dangerous, if not more, than any swamp beast.
Obvious exits: -East 
*A Grey Elf (medium)  < The Commonwealth > stands in mid-air here.
*A Gnome (tiny)  < The Commonwealth > stands in mid-air here.

< 209h/372H 190v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 209h/372H 191v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 209h/372H 191v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 209h/372H 192v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 209h/372H 193v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 210h/372H 193v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 210h/372H 194v/197V Pos: standing >
Alas, you cannot go that way. . . .

< 210h/372H 194v/197V Pos: standing >
Your heroic urges slowly fade away.
Pardon?

< 192h/353H 196v/197V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
A Gnome starts casting an offensive spell.
A Gnome snaps into visibility.
You block a Grey Elf's feeble kick with your arm.
A Grey Elf snaps into visibility.

< 192h/353H 197v/197V Pos: standing >
< T: Rakor TP: sta TC: few wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf snaps into visibility.
-=[A Grey Elf's weak slash grazes you.]=-
You parry a Grey Elf's lunge at you.
-=[A Grey Elf's weak slash grazes you.]=-
-=[A Grey Elf's slash wounds you.]=-
The globe around a Grey Elf's body flares as it bears the brunt of your assault!
You parry a Grey Elf's lunge at you.
A Grey Elf snaps into visibility.
-=[A Grey Elf's crude slash wounds you.]=-
The globe around a Grey Elf's body flares as it bears the brunt of your assault!
A Grey Elf snaps into visibility.
-=[A Grey Elf's slash grazes you.]=-
-=[A Grey Elf's weak slash grazes you.]=-
The globe around a Grey Elf's body flares as it bears the brunt of your assault!
With superb grace and ease, you intercept a Grey Elf's attack with darksteel rapier [poor] with a strange black stone and counter-attack!
You miss a Grey Elf.
A Grey Elf snaps into visibility.
[Damage:  1 ] -=[Your weak slash grazes a Grey Elf.]=-

< 182h/353H 197v/197V Pos: standing >
< T: Rakor TP: sta TC: few wounds E: A Grey Elf sta EP: few scratches >
 A Grey Elf anticipates your attack and masterfully parries your blow.
You miss a Grey Elf.
A Grey Elf snaps into visibility.
[Damage:  1 ] -=[Your weak slash grazes a Grey Elf.]=-
You miss a Grey Elf.
Sorry, you aren't allowed to do that in combat.

< 182h/353H 197v/197V Pos: standing >
< T: Rakor TP: sta TC: few wounds E: A Grey Elf sta EP: few scratches >
 A Gnome completes his spell...
A Gnome utters the words 'qpaahuq fussrz'
A Gnome snaps into visibility.
-=[Ripples of ChAoTiC energy slam into you as reality comes crashing down.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Gnome snaps into visibility.
-=[Twin bolts of writhing power slam into your chest.]=-
Your flowing cloak of black silk [superior] was completely destroyed by the massive blow!
Your glowing electrum ring [superior] was completely destroyed by the massive blow!