The death of [51 Necrolyte] Icthyus *-* Bloodlust *-* (Kobold)

in Starwatcher Plaza

from the perspective of [52 Thief] Tox The Resistance (Halfling)

<worn as a badge>    a frost dragon's eye (glowing) [88%]
<worn on head>       the diamond crown of Winduin of damage (glowing) [73%]
<worn on eyes>       a worn pair of sandstorm goggles [superior]
<worn in ear>        a large golden ring
<worn in ear>        an ear clasp of petrified dragon claws (magic) [49%]
<worn on face>       a stony granite face (magic) (glowing) [87%]
<worn around neck>   a necklace of halfling ears [superior]
<worn around neck>   a coil of darkness [43%]
<worn on body>       a fine enchanted tunic of drow chainmail (magic) (glowing) [75%]
<worn about body>    the masters cloak (glowing)
<worn on back>       a well-crafted ash longbow (illuminating) [79%]
<worn as quiver>     a marksman's quiver (magic) [87%]
<worn about waist>   a black leather belt with a crimson coral buckle
<worn on belt buckle>a dagger of twisted souls [poor] (magic)
<attached to belt>   a potion of bubbling goo (magic) (glowing)
<worn on arms>       some polished sleeves of Dagon
<worn around wrist>  a bracelet of influence (magic) [76%]
<worn on hands>      a pair of stone gauntlets [superior] (glowing) [83%]
<worn on finger>     an obsidian circle (magic) [76%]
<worn on finger>     a ring of souls [superior] (magic) (glowing)
<primary weapon>     a darksteel rapier [superior] (magic) (glowing)
<secondary weapon>   Silence, the dagger of anguish [superior] (magic)
<worn on legs>       some mithril-plated gnomish leg enhancers of agility (humming) [74%]


< 504h/551H 152v/152V Pos: standing >
A Table In the Banquet Hall
   A blue silk with silver trim cloth lies over the surface of the table here, 
protecting the perfect sheen underneath.  The special set of flatware and 
earthstone plates elagantly identifies this as the reserved seating for 
members of the high clergy.  Always set and ready for use, this table is the 
picture of aristocracy.  Deep blue goblets with long thin necks rise up 
awaiting lips of frosty ice.  Delicate silver trails wrap around the edges of 
the plates, turning over on themselves in ways that fool the eye.  To the 
north and south are more tables, and to the east is the lowered fire pit.
Obvious exits: -North -East  -South
A snooty merchant's wife is here admiring the decor.(Red Aura)
The Ice Priest's attendant stands quietly.(Red Aura)
(Q)An Ice Priest of the First Ascension is here for the dinner banquet.(holy)(Red Aura)

< 504h/551H 151v/152V Pos: standing >
A Lowered Section of Floor
   The floor drops away one step here, down into a lowered pit that houses a 
white hot fire.  The surrounding stones are covered in black char from the 
little licks of flame that leap out, trying to escape the ghastly heat.  No 
fuel is apparent, the fire seems to be pouring out of what must be a hole in
the floor.  Strangely enough there is no smoke rising from this fire, and 
there is no vent above the shallow fire pit.  This is the center of the 
Banquet Hall and exits lead in all directions to various tables.
A bright light fills this area.
Obvious exits: -North -East  -South -West 
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 504h/551H 150v/152V Pos: standing >
A Table In the Banquet Hall
   This is the main Banquet Hall of the castle, to be used for all major 
occasions.  Though many of the tables appear to be reserved for certain 
groups, this one and the one to the west do not show any signs of such 
ownership.  The table is somewhat bland, but the cloth covering it is a 
dazzling sight.  Webs of silver traced on a white backround drive the mind 
insane trying to find the end.  The thin silver line of seems to have no end 
and no beginning.  The chairs which surround the table are made from iron 
wood covered in plush blue cushions each bearing the symbol of Auril.  There 
are plates and glasses covering the surface with all manner of left over food 
and wine.  The walls of the Banquet Hall are limestone white with blue 
highlights.  Towards the center of the room, a blazing white hot fire burns 
in a lowered section of the floor.  To the east and west are more tables, and 
to the south is the lowered fire pit.
Obvious exits: -North -East  -South -West 

< 504h/551H 150v/152V Pos: standing >
A Table In the Banquet Hall
   This table, and the one to the east appear to be the only ones not reserved 
for special groups.  No banners or individual seating arrangements are 
present, and it looks as though it was used recently.  There are plates and 
glasses all over the table.  While there is not much in the way of food 
scraps, the dishes are dirty.  The table cloth is stained red in several 
places, probably wine.  Towards the center of the room, a blazing white hot 
fire burns in a lowered section of the floor.  To the south and the east lie 
more tables.
Obvious exits: -East  -South

< 504h/551H 151v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 504h/551H 151v/152V Pos: standing >
A Table In the Banquet Hall
   This is the main Banquet Hall of the castle, to be used for all major 
occasions.  Though many of the tables appear to be reserved for certain 
groups, this one and the one to the west do not show any signs of such 
ownership.  The table is somewhat bland, but the cloth covering it is a 
dazzling sight.  Webs of silver traced on a white backround drive the mind 
insane trying to find the end.  The thin silver line of seems to have no end 
and no beginning.  The chairs which surround the table are made from iron 
wood covered in plush blue cushions each bearing the symbol of Auril.  There 
are plates and glasses covering the surface with all manner of left over food 
and wine.  The walls of the Banquet Hall are limestone white with blue 
highlights.  Towards the center of the room, a blazing white hot fire burns 
in a lowered section of the floor.  To the east and west are more tables, and 
to the south is the lowered fire pit.
Obvious exits: -North -East  -South -West 

< 504h/551H 150v/152V Pos: standing >
North End, East Wing Of the Banquet Hall
   A plaque on the wall to the north clearly stakes claim to this table.  A l
arge symbol has been scratched into the center of this table, proudly claiming 
it as though the plaque were not enough.  The image is much like the symbol of 
Auril, but two jagged icicles are crossed underneath the snowflake.  Other 
than the vandalism, the table is very well kept and quite clean.  Towards the 
center of the room, a blazing white hot fire burns in a lowered section of the 
floor.  To the south and the west lie more tables.
Obvious exits: -South -West 
A shiny silver plaque is embedded in the wall.
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 504h/551H 149v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 504h/551H 149v/152V Pos: standing >
A Table In the Banquet Hall
   This is the main Banquet Hall of the castle, to be used for all major 
occasions.  Though many of the tables appear to be reserved for certain 
groups, this one and the one to the west do not show any signs of such 
ownership.  The table is somewhat bland, but the cloth covering it is a 
dazzling sight.  Webs of silver traced on a white backround drive the mind 
insane trying to find the end.  The thin silver line of seems to have no end 
and no beginning.  The chairs which surround the table are made from iron 
wood covered in plush blue cushions each bearing the symbol of Auril.  There 
are plates and glasses covering the surface with all manner of left over food 
and wine.  The walls of the Banquet Hall are limestone white with blue 
highlights.  Towards the center of the room, a blazing white hot fire burns 
in a lowered section of the floor.  To the east and west are more tables, and 
to the south is the lowered fire pit.
Obvious exits: -North -East  -South -West 

< 504h/551H 150v/152V Pos: standing >
The East Hall
   A cruel religeous ceremony is displayed in detail through bas relief
sculpture here.  Men and women stagger through the frozen streets of a town,
following behind priests in blue in and white garb.  The people are wearing
virtually nothing in the sub-zero temperatures, and as they straggle along
they are doused in water which quickly freezes on them.  They look half dead
from the cold.  Though it looks horrifying, they are under no restraints and
do this willingy it seems.  The sculpture was carved and then plastered to the
wall, sticking out about 4 inches.  The hall runs east and west, while doors
lead north and south.
Obvious exits: -North# -East  -South -West 
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)

< 505h/551H 150v/152V Pos: standing >

< 505h/551H 152v/152V Pos: standing >
The East Hall
   This area of the hall is dedicated to one battle in particular.  Several
sketches show the sequence of events that unfolded when a horde of men in black
swarmed the castle.  The first image shows the approach of the men in black,
they spill out onto the surface of the cliffs from the road leading down.  In
the next picture, they are scaling the walls using ropes they have tossed over
the parapets.  Strangely enough, the perspective of the pictures is from a
point about fifty feet above the castle walls.  In the last picture, a melee
ensues on the roof in which the forces of the castle guard clash with the
invaders.  In the center of the battle, amid piles of bodies, stands the
faceless woman in blue.  Her body gripped with battle rage, she wipes the 
blood from her brow and leaps towards another hapless raider.  The hall runs 
east and west, while a door leads north.
Obvious exits: -North# -East  -West 

< 505h/551H 151v/152V Pos: standing >
A Corner In the East Hall
   The east/west and north/south sections of the east hall meet here. The wall
decorations cease here, and the walls remain empty in this corner.  The floor
here is flat and smooth, cut from large pieces of stone that must have been
mined locally as there is no way they could have been carried very far.  The
ambient light is pleasantly bright and if the surrounding images weren't so
violent, it might almost seem cheery.  Modified pole-arms serve as torch 
holders placed every twenty feet or so.  The ceiling is at least thirteen feet
off the ground, leaving plenty of room to swing a sword.  The hall runs south
and east, while an iron door leads north.
Obvious exits: -North# -East  -South
A sentinel private in the Guard's Walk Patrol stands his post.(Red Aura)
A sentinel private in the Guard's Walk Patrol stands his post.(Red Aura)

< 505h/551H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 505h/551H 151v/152V Pos: standing >
The East Hall
   The art collection ceases abruptly, as the decor turns to wood paneling and 
stucco walls.  The lower half of the walls are paneled in deep amber grain
oak, and the upper is plastered in scultped stucco.  Sharp waves of rough
stucco jut from the wall creating an elegant pattern.  The torches grow sparse
and the light suffers, leaving the hall just lit enough to navigate.  Up ahead
the corner where the hall turns to the east is just barely visible.  The hall
runs north and south.
Obvious exits: -North -South
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 505h/551H 151v/152V Pos: standing >
The East Hall
   In a painting set aside from the others on the wall, the woman pictured in 
so many of these images, forces back a large red dragon with a flurry of axe 
strikes.  As she strikes the beast, clouds of white frost burst forth freezing 
solid the flesh it contacts.  In another, smaller scene, a cloaked woman lies 
on the shores of the Ice Flow river, recovering from what appears to be the 
recent birth of the child in her arms.  Colored stones trace patterns on the 
floor, lightly accentuating the otherwise empty hall..  The hall runs north 
and south, while the Grand Foyer is accessible through a door in the west wall.
Obvious exits: -North -South -West 

< 505h/551H 150v/152V Pos: standing >

< 505h/551H 150v/152V Pos: standing >
The Southern End of the East Hall
   The east hall originates here, and runs north towards the back of the 
castle.  At the midpoint, it turns to the east and runs all the way through 
the guest wing and the Banquet Hall, after which it hits the eastern guard's 
walk.  The hall is richly decorated with tapestries and paintings ranging from 
portraits to abstracts.  Quite a few are detailed scenes as well, involving 
battles, fallen cities, and a few religeous ceremonies.  The hall runs north 
and an iron door leads south.
Obvious exits: -North -South#

< 505h/551H 150v/152V Pos: standing >

< 506h/551H 152v/152V Pos: standing >
It seems to be locked.

< 506h/551H 152v/152V Pos: standing >
The East Hall
   In a painting set aside from the others on the wall, the woman pictured in 
so many of these images, forces back a large red dragon with a flurry of axe 
strikes.  As she strikes the beast, clouds of white frost burst forth freezing 
solid the flesh it contacts.  In another, smaller scene, a cloaked woman lies 
on the shores of the Ice Flow river, recovering from what appears to be the 
recent birth of the child in her arms.  Colored stones trace patterns on the 
floor, lightly accentuating the otherwise empty hall..  The hall runs north 
and south, while the Grand Foyer is accessible through a door in the west wall.
Obvious exits: -North -South -West 

< 507h/551H 151v/152V Pos: standing >
The East Hall
   The art collection ceases abruptly, as the decor turns to wood paneling and 
stucco walls.  The lower half of the walls are paneled in deep amber grain
oak, and the upper is plastered in scultped stucco.  Sharp waves of rough
stucco jut from the wall creating an elegant pattern.  The torches grow sparse
and the light suffers, leaving the hall just lit enough to navigate.  Up ahead
the corner where the hall turns to the east is just barely visible.  The hall
runs north and south.
Obvious exits: -North -South
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 507h/551H 150v/152V Pos: standing >
The East Hall
   In a painting set aside from the others on the wall, the woman pictured in 
so many of these images, forces back a large red dragon with a flurry of axe 
strikes.  As she strikes the beast, clouds of white frost burst forth freezing 
solid the flesh it contacts.  In another, smaller scene, a cloaked woman lies 
on the shores of the Ice Flow river, recovering from what appears to be the 
recent birth of the child in her arms.  Colored stones trace patterns on the 
floor, lightly accentuating the otherwise empty hall..  The hall runs north 
and south, while the Grand Foyer is accessible through a door in the west wall.
Obvious exits: -North -South -West 

< 507h/551H 151v/152V Pos: standing >
The Northeastern Corner of the Grand Foyer
   The giant mural here on the wall to the north, is visible from all parts of 
the foyer.  Its granduer is staggering up close, but far more impressive is 
the detail.  The nests of absent animals rest in tree branches, and in the few 
places where the ground is visible, there are animal burrows and scatter
underbrush.  Footprints trample a path from the far right all the way through 
to the gazebo, just visible to the west.  Covering the footprints, a light 
flurry of snow lies down on the surface of all in sight.  To the south and the 
west the foyer continues, and to the east is a door accessing the east hall.
Obvious exits: -East  -South -West 
(Q)A meekly dressed servant of the castle lowers her head in your presence.
(Q)A meekly dressed servant of the castle lowers her head in your presence.
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)

< 507h/551H 150v/152V Pos: standing >
The Eastern End of the Grand Foyer
   A large and terribly garish wall hanging takes up a large portion of the 
east wall here.  A deep, soft, purple knap with black and teal characters make 
up the surface.  It is much like the carpet across the foyer, in that its 
oriental in design.  What it means or symbolizes is not clear, but it makes 
for quite a beautiful sight.  A particularly large wall mural dominates the 
foyer to the north.  To the west a fountain sits in the center of the room, 
and to the north and south the foyer continues.
Obvious exits: -North -South -West 

< 507h/551H 150v/152V Pos: standing >
The Southeastern Corner of the Grand Foyer
   The geometric white lines start to become more sparce, here in the corner
of the foyer.  There are several wrought iron benches formed in the gothic
style against the east and south walls.  Painted in ice blue, they stand out
in the dim grey light.  Portraits of several famous faces hang on the south
wall above the benches, a testament to the people who have visited the castle.
To the north and the west the foyer continues, and to the east is a door with
a small barred window in it.
Obvious exits: -North -East # -West 

< 507h/551H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 507h/551H 151v/152V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East  -South# -West 
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 508h/551H 151v/152V Pos: standing >
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East  -West #
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)

< 508h/551H 150v/152V Pos: standing >
The barred seems to be closed.

< 508h/551H 151v/152V Pos: standing >
The barred seems to be closed.

< 508h/551H 152v/152V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East  -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 508h/551H 151v/152V Pos: standing >
The private looks you over, sizing up your capabilities.
A private in the Guard's Walk Patrol chuckles politely.
A private in the Guard's Walk Patrol says 'Keep your nose out of restricted areas and we won't have a problem.'
A private in the Guard's Walk Patrol peers around intently, looking for something.
The Northwestern Corner of the Grand Foyer
   A magnificent wall mural takes up the entire northern wall from top to 
bottom, and stretches across the foyer to the east.  It depicts a what appears 
to be a frozen rain forest.  Gothic benches of iron, and sculpted ice thrones 
lie throughout the scene.  A sculpture of a young woman stands in the center, 
with something at her feet but the foliage blocks the view.  She seems to be 
gazing up, past the castle walls, towards a point in the sky only she can 
identify.  Off to the east, a small wooden gazebo can be seen amidst the 
foliage.  To the south and the east the foyer continues, and to the west is a 
door accessing the west hall.
Obvious exits: -East  -South -West 
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 508h/551H 150v/152V Pos: standing >

< 508h/551H 152v/152V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East  -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 509h/551H 151v/152V Pos: standing >
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East  -West #
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)

< 509h/551H 150v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 509h/551H 150v/152V Pos: standing >
A guest of the banquet says 'If I don't see some action in five minutes, Im leaving!'
A guest of the banquet says 'I have better things to be doing than sit around in some frozen castle waiting for a banquet!'
A guest of the banquet makes a high-pitched pleading sound.

< 509h/551H 150v/152V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East  -South# -West 
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 509h/551H 150v/152V Pos: standing >
Ok.

< 509h/551H 152v/152V Pos: standing >
Ok.

< 510h/551H 152v/152V Pos: standing >
The humble member of the cleaning crew quietly sweeps the floors.

< 510h/551H 152v/152V Pos: standing >

< 510h/551H 152v/152V Pos: standing >
The Center of the Grand Foyer
   A gigantic circular basin carved out of glacial ice sits flush against the 
floor forming the base of a fountain.  Within the basin is a hot, thick, blood 
red substance that bubbles and steams as it swirls in a violent maelstrom, 
pouring into an unseen drain at the bottom of the fountain.  The pool is fed 
by a constant gush from a wound in one of the figures in the statue.  Of the 
two figures in the scene, the female is far more powerful a sight.  She stands 
well over six feet tall, and has the build of a barbarian highlander.  
Standing over the fallen male figure, she is wrenching her axe from his 
sundered neck.  Unlike the basin, the figures are carved from a bluish mineral 
rock of some sort, in stark contrast of the gushing red.
   A chandelier hangs high in the ceiling above the fountain.  The floor is a 
bright blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  The grand foyer continues in all directions.
Obvious exits: -North -East  -South -West  -Up   
Thick red fluid swirls into a maelstrom within the fountains basin.

< 510h/551H 151v/152V Pos: standing >
At the Zenith of the Grand Foyer
   From this vantage point, the design of the floor becomes all to clear.  The 
confusing white lines that intersect at all manner of geometric angles form a 
giant symmetrical snowflake, that lies on the blue diamond background.  It is 
the grandest symbol of Auril in the castle.  The fountain can be seen directly 
down from here, and all the rooms of the foyer can be reached by flying down 
along the arched ceiling.  The grotesque bone chandelier visible from below, 
is even more repulsive up close.  Human, and a large array of giant humanoid 
bones were used to construct this sculpture of decay.  It uses mostly leg and 
arm bones, with the occasional rib for spires and spikes.  It resembles 
nothing familiar, which in and of it self is disturbing.  In the center of the 
bones, is an inverted skull which holds a half melted, nauseating candle.  The 
light it creates is a horrid grayish black that creeps through the air with a 
slow vengeance.
An evil aura fills the area.
Obvious exits: -North -East  -South -West  -Down 

< 510h/551H 150v/152V Pos: standing >

< 510h/551H 151v/152V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East  -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 510h/551H 149v/152V Pos: standing >
A guest of the banquet enters from the south.

< 510h/551H 151v/152V Pos: standing >

		Score information for Tox

Level: 52   Race: Halfling   Class: Rogue / Thief Sex: Female
Hit points: 510(551)  Moves: 152(152)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:   51 platinum     0 gold     0 silver     0 copper
Playing time: 6 days / 11 hours/ 32 minutes
Received data: 0.1627 MB this session.
Send data:     0.0026 MB this session.
Compression ratio: 79%
Title:  The Resistance
Status:  Standing.
Epic points(total): 7472(9772) Current task: find runestone of The Desert City of Venan'Trut
Epic Bonus: Epic Points Bonus (43.87%)
Frags:   +2.83   Deaths:   38
Detecting:       Invisible Evil Good Magic Life Heat Holiness
Protected from:  Evil Good Fire Cold Lightning Gas Acid
Enchantments:    Ultravision Farsee Fly Aware Haste Levitation Waterbreathing Listen Sneaking Blessing of the Gods
Stat pool timeout: none
Bartender Quests Remaining: 3
Combat Pulse:   13 Spell Pulse:  0.72 
Leaderboard Points:  851 

Active Spells:
--------------
Auctions Disabled (1 minute)
stone skin (2 minutes)


< 510h/551H 152v/152V Pos: standing >
You disguise yourself into a lich.

< 510h/551H 152v/152V Pos: standing >
A guest of the banquet leaves south.

< 510h/551H 152v/152V Pos: standing >

< 511h/551H 152v/152V Pos: standing >
The air before you seems to rend and tear, revealing a black rift.


< 511h/551H 152v/152V Pos: standing >

< 512h/551H 152v/152V Pos: standing >

< 513h/551H 152v/152V Pos: standing >

< 513h/551H 152v/152V Pos: standing >
The Western End of the Grand Foyer
Obvious exits: -North -East  -South
A black rift of swirling mass is here, tearing itself apart. (magic)
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 514h/551H 152v/152V Pos: standing >
As you enter the wormhole, you feel yourself being torn into a thousand pieces,
scattered over the entirety of reality.  Bits of your shattered
consciousness float randomly about the universe with no overall
direction or purpose.  Suddenly, you find yourself elsewhere..
Starwatcher Plaza
  This is one of the most popular plaza's in the city, situated directly
north of the Lunar Gates. A huge display of the planets and stars has been
set up here, a miracle of modern workmanship, it even moves in a scaled-
down but accurate formation.  There are a few benches and planted flower
beds to keep the plaza beautiful. Scholar's Tower lies just to the west,
while Saturn's Way leads north, and Scholar's Road east.
Obvious exits: -North -East  -South# -West #
[2] A black rift of swirling mass is here, tearing itself apart. (magic)
A park bench has been placed here.
An enormous working display of the planets sits in the plaza center.
*Ceref  The Resistance (Human)(medium) stands in mid-air here.(holy)(Gold Aura)
*A stern moonstone knight patrols the city streets here.
*Orthyn AIDS The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Znar  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Rath  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Kileek  The Resistance (Thri-Kreen)(medium) stands in mid-air here.(Gold Aura)
Sane  The Resistance (Githzerai)(medium) stands in mid-air here.(Gold Aura)
*Chak  The Resistance (Dwarf)(medium) stands in mid-air here.(Gold Aura)
A local minstrel is here, singing softly and playing her instruments.

< 514h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.

< 514h/551H 152v/152V Pos: standing >
Ceref sits down in a comfortable spot.

< 515h/551H 152v/152V Pos: standing >
Ceref takes out his holy symbol and begins praying intently.

< 515h/551H 152v/152V Pos: standing >

< 515h/551H 152v/152V Pos: standing >

< 515h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.

< 515h/551H 152v/152V Pos: standing >
A moonstone knight leaves west.

< 516h/551H 152v/152V Pos: standing >
Jevad stumbles out of the wormhole.
Saving Tox.

< 516h/551H 152v/152V Pos: standing >
Ceref raises his holy symbol and smiles broadly.

< 516h/551H 152v/152V Pos: standing >
Ceref clambers to his feet.

< 516h/551H 152v/152V Pos: standing >

< 516h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.

< 517h/551H 152v/152V Pos: standing >
The wormhole crumbles to dust and blows away.
Jevad chitters 'drop the rifts'

< 517h/551H 152v/152V Pos: standing >
Orthyn now follows Jevad.

< 517h/551H 152v/152V Pos: standing >

< 517h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.

< 518h/551H 152v/152V Pos: standing >
Starwatcher Plaza
Obvious exits: -North -East  -South# -West #
A black rift of swirling mass is here, tearing itself apart. (magic)
A park bench has been placed here.
An enormous working display of the planets sits in the plaza center.
*Jevad  The Resistance (Thri-Kreen)(medium) stands in mid-air here.(Gold Aura)
*Ceref  The Resistance (Human)(medium) stands in mid-air here.(holy)(Gold Aura)
*Orthyn AIDS The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Znar  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Rath  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Kileek  The Resistance (Thri-Kreen)(medium) stands in mid-air here.(Gold Aura)
Sane  The Resistance (Githzerai)(medium) stands in mid-air here.(Gold Aura)
*Chak  The Resistance (Dwarf)(medium) stands in mid-air here.(Gold Aura)
A local minstrel is here, singing softly and playing her instruments.

< 518h/551H 152v/152V Pos: standing >
The wormhole crumbles to dust and blows away.

< 518h/551H 152v/152V Pos: standing >
Saving Tox.

< 518h/551H 152v/152V Pos: standing >
Znar now follows Jevad.

< 519h/551H 152v/152V Pos: standing >
Znar is now a member of Jevad's group.

< 519h/551H 152v/152V Pos: standing >

< 519h/551H 152v/152V Pos: standing >
Orthyn says in elven 'typo'

< 519h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.

< 519h/551H 152v/152V Pos: standing >
Rath now follows Jevad.

< 519h/551H 152v/152V Pos: standing >
Starwatcher Plaza
Obvious exits: -North -East  -South# -West #
A park bench has been placed here.
An enormous working display of the planets sits in the plaza center.
*Jevad  The Resistance (Thri-Kreen)(medium) stands in mid-air here.(Gold Aura)
*Ceref  The Resistance (Human)(medium) stands in mid-air here.(holy)(Gold Aura)
*Orthyn AIDS The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Znar  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Rath  The Resistance (Grey Elf)(medium) stands in mid-air here.(Gold Aura)
*Kileek  The Resistance (Thri-Kreen)(medium) stands in mid-air here.(Gold Aura)
Sane  The Resistance (Githzerai)(medium) stands in mid-air here.(Gold Aura)
*Chak  The Resistance (Dwarf)(medium) stands in mid-air here.(Gold Aura)
A local minstrel is here, singing softly and playing her instruments.

< 519h/551H 152v/152V Pos: standing >
Rath is now a member of Jevad's group.

< 520h/551H 152v/152V Pos: standing >
You attempt to give consent...

< 520h/551H 152v/152V Pos: standing >
A faint hum can be heard from the rod of Dispator carried by Jevad.

< 520h/551H 152v/152V Pos: standing >
Orthyn is now a member of Jevad's group.

< 520h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.
Jevad begins to shimmer.
Jevad's skin seems to turn to stone.
Orthyn begins to shimmer.

< 520h/551H 152v/152V Pos: standing >
But you are a member of no group?!

< 520h/551H 152v/152V Pos: standing >
Chak now follows Jevad.

< 521h/551H 152v/152V Pos: standing >
Znar is now a member of Jevad's group.
Ceref is now a member of Jevad's group.

< 521h/551H 152v/152V Pos: standing >
Kileek now follows Jevad.
Chak gives an order to his followers.

< 521h/551H 152v/152V Pos: standing >
Chak is now a member of Jevad's group.

< 521h/551H 152v/152V Pos: standing >
A faint hum can be heard from the sword of fire and flame carried by Znar.

< 521h/551H 152v/152V Pos: standing >
Kileek is now a member of Jevad's group.

< 521h/551H 152v/152V Pos: standing >
You now follow Jevad.

< 521h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.
Ceref begins to shimmer.
Orthyn begins to shimmer.
Znar begins to shimmer.
Znar's skin seems to turn to stone.
Kileek's skin seems to turn to stone.
Chak begins to shimmer.

< 522h/551H 152v/152V Pos: standing >
Kileek gets some heirloom Blue Haze from his bottomless bag of the shield dwarves.

< 522h/551H 152v/152V Pos: standing >

		Score information for Tox

Level: 52   Race: Halfling   Class: Rogue / Thief Sex: Female
Hit points: 522(551)  Moves: 152(152)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:   51 platinum     0 gold     0 silver     0 copper
Playing time: 6 days / 11 hours/ 33 minutes
Received data: 0.1679 MB this session.
Send data:     0.0027 MB this session.
Compression ratio: 78%
Title:  The Resistance
Status:  Standing.
Epic points(total): 7472(9772) Current task: find runestone of The Desert City of Venan'Trut
Epic Bonus: Epic Points Bonus (43.87%)
Frags:   +2.83   Deaths:   38
Consenting: Jevad
Disguised as: a lich wizard (Excellent)
Detecting:       Invisible Evil Good Magic Life Heat Holiness
Protected from:  Evil Good Fire Cold Lightning Gas Acid
Enchantments:    Ultravision Farsee Fly Aware Haste Levitation Waterbreathing Listen Sneaking Blessing of the Gods
Stat pool timeout: none
Bartender Quests Remaining: 3
Combat Pulse:   13 Spell Pulse:  0.72 
Leaderboard Points:  851 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
stone skin (1 minute)


< 522h/551H 152v/152V Pos: standing >
Orthyn gets some heirloom Blue Haze from his bottomless bag of the shield dwarves.

< 522h/551H 152v/152V Pos: standing >
But you are a member of no group?!

< 522h/551H 152v/152V Pos: standing >
Kileek gets a ceramic chillum from his bottomless bag of the shield dwarves.
You are now a member of Jevad's group.

< 522h/551H 152v/152V Pos: standing >

< 522h/551H 152v/152V Pos: standing >
Your Terminal mode is now: MSP .

< 522h/551H 152v/152V Pos: standing >
Jevad winces in pain, as the flames surrounding his sword are too much for him to handle!
Jevad snaps into visibility.

< 522h/551H 152v/152V Pos: standing >
Rath suddenly breaks out a quick verse from their repitiore of songs...
Rath sings a song to make your heart swell with pride.
Rath busts out in dance!
Your combat maneuvers seem faster...

< 523h/551H 152v/152V Pos: standing >
A faint hum can be heard from the sword of fire and flame carried by Znar.
A local minstrel sings a song to make your heart swell with pride.
You no longer feel like a hero.
You no longer feel like a hero.
Rath sings a song to protect him from the world.
You begin to shimmer.
Bands of AMAZINGLY strong armor wrap around you.

< 523h/551H 152v/152V Pos: standing >
Jevad winces in pain, as the flames surrounding his sword are too much for him to handle!
Jevad snaps into visibility.
Kileek lights a ceramic chillum and huff some heirloom Blue Haze smoke from his fists.
Kileek finishes smoking his a ceramic chillum.
Kileek exhales the smoke with a grin.

< 523h/551H 152v/152V Pos: standing >
Orthyn kindles some heirloom Blue Haze and contently puffs the smoke from an obsidian hookah.
Orthyn finishes smoking his an obsidian hookah.
Orthyn exhales the smoke with a grin.

< 523h/551H 152v/152V Pos: standing >
Jevad winces in pain, as the flames surrounding his sword are too much for him to handle!

< 524h/551H 152v/152V Pos: standing >
Beams of light emit from Sane, and Sane explodes into energy!

< 524h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.
You begin to shimmer.

< 524h/551H 152v/152V Pos: standing >
Orthyn gets a dark misty potion from his bottomless bag of the shield dwarves.

< 524h/551H 152v/152V Pos: standing >

< 524h/551H 152v/152V Pos: standing >

< 524h/551H 152v/152V Pos: standing >
A Kobold enters from the south.

< 524h/551H 152v/152V Pos: standing >
A Kobold sighs and stares off into the sky.

< 524h/551H 152v/152V Pos: standing >
A Kobold closes the gates.

< 525h/551H 152v/152V Pos: standing >
Ceref's skin seems to turn to stone.

< 525h/551H 152v/152V Pos: standing >
Ceref snaps into visibility.
A halo of white light settles over Ceref as he charges into battle.
A Kobold snaps into visibility.
A Kobold is knocked to the ground by Ceref's mighty bash!
Ceref dives at a Kobold skewering him with his Illesarus, the Sword of Sharpness.

< 525h/551H 152v/152V Pos: standing >
Ceref parries a Kobold's lunge at him.
Ceref snaps into visibility.
Ceref snaps into visibility.
Ceref's slash wounds a Kobold.
Ceref's decent slash wounds a Kobold.
Ceref's decent slash wounds a Kobold.
Ceref swings Illesarus, the Sword of Sharpness with a broad two-handed arch at a Kobold.
Blood flies everywhere as Illesarus slices without restraint.
Chak snaps into visibility.
A Kobold avoids being bashed by Chak, who loses his balance and falls.

< 525h/551H 152v/152V Pos: standing >
Rath suddenly attacks a Kobold!
Rath snaps into visibility.
Rath misses a Kobold.

< 525h/551H 152v/152V Pos: standing >
Znar suddenly attacks a Kobold!
Znar snaps into visibility.
Znar's slash grazes a Kobold.
Znar's pierce grazes a Kobold.
Orthyn starts casting an offensive spell.
Orthyn snaps into visibility.

< 525h/551H 152v/152V Pos: standing >
A local minstrel sings a song to make your heart swell with pride.
Rath sings a song to protect him from the world.
Znar begins to shimmer.
Kileek looks at a Kobold.

< 525h/551H 152v/152V Pos: standing >
Orthyn completes his spell...
Orthyn utters the words 'zrzqhfuqar znzjudihuai'
A Kobold is engulfed by a shower of arcing electricity sent by Orthyn.
Orthyn misses a Kobold.
Orthyn misses a Kobold.

< 525h/551H 152v/152V Pos: standing >
Jevad assists Ceref heroically.

< 525h/551H 152v/152V Pos: standing >
Orthyn starts casting an offensive spell.
Orthyn snaps into visibility.

< 526h/551H 152v/152V Pos: standing >
Orthyn snaps into visibility.
Electrical arcs continue to blacken and pincushion a Kobold.
Ceref parries a Kobold's lunge at him.
Ceref snaps into visibility.

< 526h/551H 152v/152V Pos: standing >
Orthyn completes his spell...
Orthyn utters the words 'zrzqhfuqar znzjudihuai'
A Kobold is engulfed by a shower of arcing electricity sent by Orthyn.
Rath misses a Kobold.
Rath misses a Kobold.
Rath snaps into visibility.
Rath's weak pierce grazes a Kobold.
You can't seem to find room!
A Kobold is already on the ground!
But hey you try anyways and you fall on yer ass!

< 526h/551H 152v/152V Pos: sitting >
Znar snaps into visibility.
Znar's weak slash grazes a Kobold.
Znar's fine pierce strikes a Kobold.
Znar's weak slash grazes a Kobold.
Znar's feeble slash grazes a Kobold.
Znar's slash grazes a Kobold.
Znar's feeble slash grazes a Kobold.
Ceref snaps into visibility.
Ceref's weak slash wounds a Kobold.
Ceref's decent slash wounds a Kobold.
Ceref's decent slash wounds a Kobold.
Ceref swings Illesarus, the Sword of Sharpness with a broad two-handed arch at a Kobold.
Blood flies everywhere as Illesarus slices without restraint.
A Kobold gasps as the vorpal sword nearly severs his arm!
Ceref's crude slash strikes a Kobold.

< 526h/551H 152v/152V Pos: sitting >
Jevad assists Ceref heroically.

< 526h/551H 152v/152V Pos: sitting >
Rath starts casting an offensive spell.
Rath snaps into visibility.
Orthyn starts casting an offensive spell.
Orthyn snaps into visibility.

< 526h/551H 152v/152V Pos: sitting >

< 526h/551H 152v/152V Pos: sitting >
A faint hum can be heard from the mace of light and darkness carried by Kileek.
Electrical arcs continue to blacken and pincushion a Kobold.

< 526h/551H 152v/152V Pos: sitting >
Orthyn snaps into visibility.
Electrical arcs continue to blacken and pincushion a Kobold.

< 526h/551H 152v/152V Pos: sitting >
Rath snaps into visibility.
Orthyn completes his spell...
Orthyn utters the words 'zrzqhfuqar znzjudihuai'
A Kobold is engulfed by a shower of arcing electricity sent by Orthyn.
Orthyn misses a Kobold.
Orthyn misses a Kobold.
Orthyn snaps into visibility.

< 526h/551H 152v/152V Pos: sitting >
Rath snaps into visibility.
Rath completes his spell...
Rath utters the words 'buoblg qrunsoqpze yugh'
Rath's magic fist punches a Kobold into so much pulp!
A Kobold's headband of snake fangs was completely destroyed by the massive blow!
A Kobold is dead! R.I.P.
You receive your share of experience.