<worn as a badge> a sergeant's badge of the Hammerhelm militia of the Illithid [poor] made by Rukkus [84%]
<worn on head> a ram horned helm of demonic allegiance of agility (humming)
<worn on eyes> a hydra-scale gorget [46%]
<worn in ear> a lightning earring [superior]
<worn in ear> an earring of congealed blood of strength
<worn on face> a skull-faced warmask lined with feathers
<worn around neck> the dark amulet of Bloodstone (glowing) (illuminating)
<worn around neck> a collar of razor-sharp mithril blades [superior] (glowing) [86%]
<worn on body> the chameleon suit of transformation of regeneration
<worn about body> the silvery mantle of giants power
<worn about waist> the threads of astral projection (glowing)
<worn on belt buckle>a blood dagger of Tezcatlipoca [poor]
<attached to belt> a disguise kit
<attached to belt> a disguise kit
<worn on arms> the vambraces named "Ebb" (glowing)
<worn around wrist> a bowman's adamantium wristband
<worn around wrist> a bracer of might of precision
<worn on hands> a pair of pale, misty gloves [76%]
<worn on finger> an obsidian circle [poor]
<worn on finger> an obsidian circle [superior]
<primary weapon> the stiletto of vanquishing
<secondary weapon> a wicked black dagger named 'Sanguine Blessing' [poor] [84%]
<worn on legs> some flexible leggings of hellfire (glowing) [87%]
<worn on feet> the boots of the war giant Torg (humming)
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 169v/274V Pos: standing >
MM.^^MMMM
MM^.^^.^.^.
MM^MM++++M+
MM^^^@.....
MM^^.^.^..*
MM^^..^..**
M^^^.....
Fertile Grasslands of the Hearth Valley
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 167v/274V Pos: standing >
MMM.^^MMM
MMM^.^^.^.^
MMM^MM++++M
MMM^^@.....
MMM^^.^.^..
MMM^^..^..*
MM^^^....
Rugged Hills of the Hearth Valley
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 166v/274V Pos: standing >
The mountains are too treacherous to be scaled. Find another way to pass them.
< 640h/640H 166v/274V Pos: standing >
MM.^^MMMM
MM^.^^.^.^.
MM^MM++++M+
MM^^.@.....
MM^^.^.^..*
MM^^..^..**
M^^^.....
Fertile Grasslands of the Hearth Valley
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 165v/274V Pos: standing >
M^^^^.MMM
MMM.^^MMMMM
MM^.^^.^.^.
MM^MM@+++M+
MM^^.......
MM^^.^.^..*
M^^..^..*
An Immaculate Stone Highway
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 164v/274V Pos: standing >
In Front of the Massive Iron Gate of the Bailey
A gigantic gate stands here, allowing entrance into the bailey for those
who desire entrance. While open now, in times of war it is shut and doubly
barred, and an iron portcullis dropped behind to reinforce it from battering
rams. Archers are visible on platforms at the top of the palisade and
doubtless other surprises would await the unfortunate soul chosen to assualt
this castle.
Obvious exits: -North# -SouthB
< 640h/640H 164v/274V Pos: standing >
The gate seems to be closed.
< 640h/640H 164v/274V Pos: standing >
Ok.
< 640h/640H 167v/274V Pos: standing >
A Customs and Tariff Station at the Front Gate of the Bailey
All merchants incoming or outgoing from the bailey are required by law to
stop here and submit to search. While smuggling of goods is generally not
a problem, the prevention of spies infiltrating the bailey, or even the keep
itself is not taken lightly. The station also makes a fair profit from the
tariffs and duties imposed on the passing merchants.
Obvious exits: -NorthB -EastB -SouthB -WestB
A dwarven merchant complains loudly about the tariffs.
A customs officer is here calculating a merchant's tariff.
An inspection agent checks incoming traffic for contraband.
There are some tracks heading north.
< 640h/640H 166v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 167v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right. The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 167v/274V Pos: standing >
You quickly scan the area.
A dwarven merchant who is close by to your south.
A customs officer who is close by to your south.
An inspection agent who is close by to your south.
< 640h/640H 168v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The atmosphere about the main avenue at this point seems murkier and
hazier than the rest of the street, and this is due to the apothecary
nearby. Strange aromas and interesting flashes of light come from the
direction of the store, and the air itself tingles with energy. Strangely
enough, no rails are available for one to tie a horse to.
Obvious exits: -NorthB -East -SouthB
< 640h/640H 168v/274V Pos: standing >
You quickly scan the area.
A heavily-built mason who is close by to your east.
The bailey apothecary who is close by to your east.
< 640h/640H 169v/274V Pos: standing >
The sun starts to set in the south.
Along the Main Avenue at the Center of the Bailey
The main avenue continues its stretch through the bailey here, passing
the pub and hostel on the western sides, and the road between the artisans'
and scholars' quarters to the east. The sounds of merriment and glee drift
out from the pub, as well as the singing and harp-playing of a bard, no
doubt hired to keep the off-duty soldiers and commoners hard at drink.
Obvious exits: -NorthB -EastB -SouthB -West
< 640h/640H 170v/274V Pos: standing >
You quickly scan the area.
A sleazy half-orc prostitute who is close by to your west.
An exhausted ranger who is close by to your west.
A rotund halfling bartender who is close by to your west.
A towering hosteler who is not far off to your west.
< 640h/640H 170v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
The main avenue continues, stretching by the glazier's shop on the east
and the lane between the grocers' and smithies’ quarters to the west.
Heavy wagon traffic here has worn the road considerably, however being
constructed of thick and durable cobblestone has ensured a long lifetime
for the boulevard.
Obvious exits: -NorthB -East -SouthB -WestB
A fountain of polished ivory splashes water about.
< 640h/640H 171v/274V Pos: standing >
You quickly scan the area.
A one-eyed elven glazier who is close by to your east.
An imposing man-at-arms who is close by to your west.
< 640h/640H 172v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
Outside of the fine cutlery store, the main avenue continues its way
through the bailey. To the south can be seen the gates to the bailey, and
to the north the massive motte upon which the keep itself has been built.
Around the buildings the palisade walls can also be seen, the soldiers on
them tiny as they do their rounds while on duty.
Obvious exits: -NorthB -East -SouthB
< 640h/640H 172v/274V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your north.
An overweight brewer who is close by to your north.
A bearded cutler who is close by to your east.
< 640h/640H 173v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
The putrid smell of dead and rotting animals emanates from the store to
the west; that of the bailey tanner. Since no easily accessible way for the
tanner exists for him to dispose of his refuse, he has thrown it into the
street to rot, although many of the citizens have complained to no avail.
The bowels of some unfortunate animal currently sit rotting in the drainage
ruts nearby.
Obvious exits: -NorthB -SouthB -West
A tall longbowman is walking his daily patrol on the platform.
An overweight brewer is strolling through on his way to work.
< 640h/640H 173v/274V Pos: standing >
You quickly scan the area.
A burly quarrier who is close by to your west.
The bailey tanner who is close by to your west.
< 640h/640H 174v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
Passing by large buildings on both east and west, neither is accessible
from here. The large building to the west is painted with a massive design
of crossed swords, no doubt proclaiming the existence of a swordsmith. To
the north can be seen one of the interior gateways leading up the motte to
the keep itself.
Obvious exits: -NorthB -SouthB
< 640h/640H 175v/274V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your south.
An overweight brewer who is close by to your south.
< 640h/640H 175v/274V Pos: standing >
A Guardhouse at the Bottom of the Road Leading up the Motte
This guardhouse serves a dual purpose. Its first, and primary reason,
is to ensure that no one is granted access to the keep on the motte without
a valid reason for doing so. Its second is as an inspection station,
checking all outgoing persons for documents of any type, as well as, for any
unusual items that may have been pilfered from the keep.
Obvious exits: -NorthB -EastB -SouthB -WestB
The corpse of an imposing man-at-arms is lying here.
< 640h/640H 176v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 176v/274V Pos: standing >
Along the Path up the Motte Approaching the Keep
The slope of the road steepens greatly here as it begins the climb up the
motte to the keep of the castle itself. Large wooden palisades on both
sides of the lane loom overhead, and the bustle of soldiers above on the
platforms can be heard quite clearly. Unlike the roads in the bailey, this
one is in immaculate condition, obviously well-cared for.
Obvious exits: -SouthB -UpB
< 640h/640H 177v/274V Pos: standing >
You quickly scan the area.
A small halfling woodturner who is close by above you.
< 640h/640H 178v/274V Pos: standing >
A Guardhouse at the Bottom of the Road Leading up the Motte
This guardhouse serves a dual purpose. Its first, and primary reason,
is to ensure that no one is granted access to the keep on the motte without
a valid reason for doing so. Its second is as an inspection station,
checking all outgoing persons for documents of any type, as well as, for any
unusual items that may have been pilfered from the keep.
Obvious exits: -NorthB -EastB -SouthB -WestB
The corpse of an imposing man-at-arms is lying here.
< 640h/640H 178v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
Passing by large buildings on both east and west, neither is accessible
from here. The large building to the west is painted with a massive design
of crossed swords, no doubt proclaiming the existence of a swordsmith. To
the north can be seen one of the interior gateways leading up the motte to
the keep itself.
Obvious exits: -NorthB -SouthB
An overweight brewer is strolling through on his way to work.
< 640h/640H 178v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
The putrid smell of dead and rotting animals emanates from the store to
the west; that of the bailey tanner. Since no easily accessible way for the
tanner exists for him to dispose of his refuse, he has thrown it into the
street to rot, although many of the citizens have complained to no avail.
The bowels of some unfortunate animal currently sit rotting in the drainage
ruts nearby.
Obvious exits: -NorthB -SouthB -West
A tall longbowman is walking his daily patrol on the platform.
< 640h/640H 178v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
Outside of the fine cutlery store, the main avenue continues its way
through the bailey. To the south can be seen the gates to the bailey, and
to the north the massive motte upon which the keep itself has been built.
Around the buildings the palisade walls can also be seen, the soldiers on
them tiny as they do their rounds while on duty.
Obvious exits: -NorthB -East -SouthB
< 640h/640H 177v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
The main avenue continues, stretching by the glazier's shop on the east
and the lane between the grocers' and smithies’ quarters to the west.
Heavy wagon traffic here has worn the road considerably, however being
constructed of thick and durable cobblestone has ensured a long lifetime
for the boulevard.
Obvious exits: -NorthB -East -SouthB -WestB
A fountain of polished ivory splashes water about.
< 640h/640H 177v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- The Glazier's Cluttered Studio
South- Too bright to tell..West- Too bright to tell..
< 640h/640H 177v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
The main avenue continues its stretch through the bailey here, passing
the pub and hostel on the western sides, and the road between the artisans'
and scholars' quarters to the east. The sounds of merriment and glee drift
out from the pub, as well as the singing and harp-playing of a bard, no
doubt hired to keep the off-duty soldiers and commoners hard at drink.
Obvious exits: -NorthB -EastB -SouthB -West
< 640h/640H 178v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- Too bright to tell..South- Too bright to tell..West- A Dimly Lit Pub Off the Main Avenue of the Bailey
< 640h/640H 180v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- Too bright to tell..South- Too bright to tell..West- A Dimly Lit Pub Off the Main Avenue of the Bailey
< 640h/640H 185v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The atmosphere about the main avenue at this point seems murkier and
hazier than the rest of the street, and this is due to the apothecary
nearby. Strange aromas and interesting flashes of light come from the
direction of the store, and the air itself tingles with energy. Strangely
enough, no rails are available for one to tie a horse to.
Obvious exits: -NorthB -East -SouthB
There are some tracks heading north.
< 640h/640H 185v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- A Smoke-filled Apothecary
South- Too bright to tell..
< 640h/640H 188v/274V Pos: standing >
Close what?
< 640h/640H 191v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right. The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 190v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The atmosphere about the main avenue at this point seems murkier and
hazier than the rest of the street, and this is due to the apothecary
nearby. Strange aromas and interesting flashes of light come from the
direction of the store, and the air itself tingles with energy. Strangely
enough, no rails are available for one to tie a horse to.
Obvious exits: -NorthB -East -SouthB
There are some tracks heading north.
< 640h/640H 191v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right. The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -NorthB -EastB -SouthB -WestB
There are some tracks heading north.
< 640h/640H 191v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- Too bright to tell..South- Too bright to tell..West- Too bright to tell..
< 640h/640H 192v/274V Pos: standing >
A Customs and Tariff Station at the Front Gate of the Bailey
All merchants incoming or outgoing from the bailey are required by law to
stop here and submit to search. While smuggling of goods is generally not
a problem, the prevention of spies infiltrating the bailey, or even the keep
itself is not taken lightly. The station also makes a fair profit from the
tariffs and duties imposed on the passing merchants.
Obvious exits: -NorthB -EastB -SouthB -WestB
A dwarven merchant complains loudly about the tariffs.
A customs officer is here calculating a merchant's tariff.
An inspection agent checks incoming traffic for contraband.
< 640h/640H 194v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right. The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -NorthB -EastB -SouthB -WestB
There are Duergar tracks going north.
There are some tracks heading north.
< 640h/640H 195v/274V Pos: standing >
A Customs and Tariff Station at the Front Gate of the Bailey
All merchants incoming or outgoing from the bailey are required by law to
stop here and submit to search. While smuggling of goods is generally not
a problem, the prevention of spies infiltrating the bailey, or even the keep
itself is not taken lightly. The station also makes a fair profit from the
tariffs and duties imposed on the passing merchants.
Obvious exits: -NorthB -EastB -SouthB -WestB
A dwarven merchant complains loudly about the tariffs.
A customs officer is here calculating a merchant's tariff.
An inspection agent checks incoming traffic for contraband.
< 640h/640H 197v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- Too bright to tell..South- Too bright to tell..West- Too bright to tell..
< 640h/640H 197v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The main avenue starts its long stretch through the bailey at the
southern end, passing the marshalling grounds on the left and the gallows
courtyard on the right. The road itself is constructed of thick cobblestone
much more durable and long lasting than the common gravel or dirt roads in
use for the roads around the inside perimeter of the palisade.
Obvious exits: -NorthB -EastB -SouthB -WestB
There are some tracks heading north.
There are some tracks heading north.
< 640h/640H 198v/274V Pos: standing >
I see no gates here.
< 640h/640H 203v/274V Pos: standing >
I see no gate here.
< 640h/640H 210v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 212v/274V Pos: standing >
That's absurd.
< 640h/640H 215v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
Obvious exits: -NorthB -EastB -SouthB -WestB
< 640h/640H 217v/274V Pos: standing >
Obvious exits:
North- Too bright to tell..East- Too bright to tell..South- Too bright to tell..West- Too bright to tell..
< 640h/640H 217v/274V Pos: standing >
It is 4pm, on the Day of the Great Gods
The 26th Day of the Month of FirstFrost, Year 1720.
Time elapsed since boot-up: 31:34:25
Current time is: Sun Jan 18 07:38:17 2015 (GMT)
< 640h/640H 224v/274V Pos: standing >
Along the Southern Half of the Main Avenue Through the Bailey
The atmosphere about the main avenue at this point seems murkier and
hazier than the rest of the street, and this is due to the apothecary
nearby. Strange aromas and interesting flashes of light come from the
direction of the store, and the air itself tingles with energy. Strangely
enough, no rails are available for one to tie a horse to.
Obvious exits: -NorthB -East -SouthB
There are some tracks heading south.
< 640h/640H 228v/274V Pos: standing >
You quickly scan the area.
A heavily-built mason who is close by to your north.
The bailey apothecary who is close by to your east.
< 640h/640H 228v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
The main avenue continues its stretch through the bailey here, passing
the pub and hostel on the western sides, and the road between the artisans'
and scholars' quarters to the east. The sounds of merriment and glee drift
out from the pub, as well as the singing and harp-playing of a bard, no
doubt hired to keep the off-duty soldiers and commoners hard at drink.
Obvious exits: -NorthB -EastB -SouthB -West
A heavily-built mason is strolling through the bailey streets.
There are some tracks heading south.
< 640h/640H 229v/274V Pos: standing >
You quickly scan the area.
An imposing man-at-arms who is close by to your north.
A sleazy half-orc prostitute who is close by to your west.
An exhausted ranger who is close by to your west.
A rotund halfling bartender who is close by to your west.
A towering hosteler who is not far off to your west.
< 640h/640H 230v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
The main avenue continues, stretching by the glazier's shop on the east
and the lane between the grocers' and smithies’ quarters to the west.
Heavy wagon traffic here has worn the road considerably, however being
constructed of thick and durable cobblestone has ensured a long lifetime
for the boulevard.
Obvious exits: -NorthB -East -SouthB -WestB
A fountain of polished ivory splashes water about.
An imposing man-at-arms is strolling about, looking for trouble.
< 640h/640H 231v/274V Pos: standing >
You quickly scan the area.
A one-eyed elven glazier who is close by to your east.
A heavily-built mason who is close by to your south.
< 640h/640H 231v/274V Pos: standing >
Along the Main Avenue at the Center of the Bailey
Outside of the fine cutlery store, the main avenue continues its way
through the bailey. To the south can be seen the gates to the bailey, and
to the north the massive motte upon which the keep itself has been built.
Around the buildings the palisade walls can also be seen, the soldiers on
them tiny as they do their rounds while on duty.
Obvious exits: -NorthB -East -SouthB
< 640h/640H 233v/274V Pos: standing >
You quickly scan the area.
A bearded cutler who is close by to your east.
An imposing man-at-arms who is close by to your south.
< 640h/640H 233v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
The putrid smell of dead and rotting animals emanates from the store to
the west; that of the bailey tanner. Since no easily accessible way for the
tanner exists for him to dispose of his refuse, he has thrown it into the
street to rot, although many of the citizens have complained to no avail.
The bowels of some unfortunate animal currently sit rotting in the drainage
ruts nearby.
Obvious exits: -NorthB -SouthB -West
A tall longbowman is walking his daily patrol on the platform.
< 640h/640H 235v/274V Pos: standing >
You quickly scan the area.
A burly quarrier who is close by to your north.
An overweight brewer who is close by to your north.
The bailey tanner who is close by to your west.
< 640h/640H 235v/274V Pos: standing >
Along the Northern Half of the Main Avenue Through the Bailey
Passing by large buildings on both east and west, neither is accessible
from here. The large building to the west is painted with a massive design
of crossed swords, no doubt proclaiming the existence of a swordsmith. To
the north can be seen one of the interior gateways leading up the motte to
the keep itself.
Obvious exits: -NorthB -SouthB
A burly quarrier is strolling through on his way home.
An overweight brewer is strolling through on his way to work.
< 640h/640H 237v/274V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your south.
< 640h/640H 237v/274V Pos: standing >
A Guardhouse at the Bottom of the Road Leading up the Motte
This guardhouse serves a dual purpose. Its first, and primary reason,
is to ensure that no one is granted access to the keep on the motte without
a valid reason for doing so. Its second is as an inspection station,
checking all outgoing persons for documents of any type, as well as, for any
unusual items that may have been pilfered from the keep.
Obvious exits: -NorthB -EastB -SouthB -WestB
The corpse of an imposing man-at-arms is lying here.
< 640h/640H 238v/274V Pos: standing >
You quickly scan the area.
A small halfling woodturner who is close by to your north.
A burly quarrier who is close by to your south.
An overweight brewer who is close by to your south.
< 640h/640H 238v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
< 640h/640H 240v/274V Pos: standing >
You quickly scan the area.
A tall longbowman who is close by to your east.
A travelling cordwainer who is close by to your south.
An imposing man-at-arms who is close by to your south.
A rambouillet sheep who is close by to your south.
A humble shepherd who is close by to your south.
The bailey dyer who is close by to your south.
< 640h/640H 241v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
A tall longbowman is walking his daily patrol on the platform.
< 640h/640H 244v/274V Pos: standing >
You quickly scan the area.
A finely-dressed elven haberdasher who is close by to your south.
< 640h/640H 244v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
< 640h/640H 246v/274V Pos: standing >
You quickly scan the area.
A beautiful seamstress who is close by to your south.
An elderly spinner who is not far off to your south.
A plain-looking weaver who is not far off to your south.
A tall longbowman who is close by to your west.
< 640h/640H 246v/274V Pos: standing >
The Bottom of the Tower At the Northeastern Corner of the Palisade
A stairway spirals up the tower here, leading to the platforms above
where archers and guards patrol. The mud at the bottom of the stairs is
splashed about horribly from the constant trampling of soldiers and other
inhabitants of the castle. The wood of the palisade meets the stone and
mortar of the tower in a manner that ensures the stability of both of the
structures.
Obvious exits: -SouthB -WestB -UpB
< 640h/640H 248v/274V Pos: standing >
You quickly scan the area.
The bailey sheriff who is close by to your south.
The lieutenant of the ballista crew who is close by above you.
A heavy footman who is close by above you.
< 640h/640H 248v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
< 640h/640H 250v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
< 640h/640H 250v/274V Pos: standing >
A Dirt Road Along the Northern Palisade
The road here passes by the northern edge of the artisans' quarter,
traveling past the dyers, weavers, spinners, and haberdashers shops. The
foot traffic, while quite heavy, is not quite as damaging to the quality of
the roads as the heavy wagons used so frequently in the other quarters of
the sprawling bailey.
Obvious exits: -EastB -South -WestB
A tall longbowman is walking his daily patrol on the platform.
< 640h/640H 249v/274V Pos: standing >
A Guardhouse at the Bottom of the Road Leading up the Motte
This guardhouse serves a dual purpose. Its first, and primary reason,
is to ensure that no one is granted access to the keep on the motte without
a valid reason for doing so. Its second is as an inspection station,
checking all outgoing persons for documents of any type, as well as, for any
unusual items that may have been pilfered from the keep.
Obvious exits: -NorthB -EastB -SouthB -WestB
The corpse of an imposing man-at-arms is lying here.
A small halfling woodturner paces about the area slowly.
< 640h/640H 250v/274V Pos: standing >
Along the Path up the Motte Approaching the Keep
The slope of the road steepens greatly here as it begins the climb up the
motte to the keep of the castle itself. Large wooden palisades on both
sides of the lane loom overhead, and the bustle of soldiers above on the
platforms can be heard quite clearly. Unlike the roads in the bailey, this
one is in immaculate condition, obviously well-cared for.
Obvious exits: -SouthB -UpB
< 640h/640H 250v/274V Pos: standing >
You quickly scan the area.
A small halfling woodturner who is close by to your south.
< 640h/640H 251v/274V Pos: standing >
Along the Path Up the Motte Approaching the Keep
The road lessens its slope as it approaches the top of the massive motte,
upon which the castle keep has been constructed. The keep itself can be
seen quite clearly from here, an imposing structure of several stories, made
from dark granite rock. Several banners flutter about in the breeze above
the keep.
Obvious exits: -NorthB -DownB
< 640h/640H 251v/274V Pos: standing >
You quickly scan the area.
A sunburned churl who is a brief walk away to your north.
An elven herald who is a brief walk away to your north.
< 640h/640H 252v/274V Pos: standing >
At the Top of the Motte Before the Keep
The gates leading into the keep stand here, made of oak thick enough to
hold off the largest battering ram for several hours at least. A large
heraldic shield mounted above the keep gates bears the coat-of-arms of the
Duke, its well-polished surface gleaming in the light. Small holes above
the door are positioned to give archers above a clear shot at attackers
while limiting the attackers chance to fire in return.
Obvious exits: -North -EastB -SouthB -WestB
< 640h/640H 253v/274V Pos: standing >
You quickly scan the area.
A sunburned churl who is not far off to your north.
An elven herald who is not far off to your north.
< 640h/640H 254v/274V Pos: standing >
The Southern Palisade on Top of the Motte
The lane around the motte continues straight here on the southern side,
winding between the keep to the north and the palisade to the south. In the
distance can be seen the gates to the keep, as well as the corner of the
palisade as it bends to the north. The narrow road is worn, clearly the
soldiers of the keep travel upon it daily.
Obvious exits: -EastB -WestB
< 640h/640H 255v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 256v/274V Pos: standing >
The Southern Palisade on Top of the Motte
The lane around the motte continues straight here on the southern side,
winding between the keep to the north and the palisade to the south. In the
distance can be seen the gates to the keep, as well as the corner of the
palisade as it bends to the north. The narrow road is worn, clearly the
soldiers of the keep travel upon it daily.
Obvious exits: -EastB -WestB
< 640h/640H 256v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 257v/274V Pos: standing >
The Southeastern Palisade on Top of the Motte
The southeastern corner of the palisade is here, turning abruptly from
the west to the north. Planned to follow the contours of the motte and
provide the advantage of heigh to the defenders, the motte was constructed
over a period of several years by a large force of workers hired by the
Duke from a nearby city.
Obvious exits: -NorthB -WestB
< 640h/640H 258v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 258v/274V Pos: standing >
The Eastern Palisade on Top of the Motte
The narrow lane between keep and palisade stretches from north to south
here, approaching the eastern tower on one side and the bend in the road on
the other. The large, looming walls of the keep tower overhead, and the
platforms on the palisade bustle with activity as the soldiers go about
their daily routines.
Obvious exits: -NorthB -SouthB
< 640h/640H 259v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 260v/274V Pos: standing >
Bottom of a Tower on the Eastern Side of the Motte
Unlike the towers on the palisade in the city, the ones on the motte are
not built at the corners. While a wider field of view is accepted by taking
this course of building, several advantages are also gained, namely in ease
of construction and quick troop mobility. A spiral stairway leads to the
platforms above.
Obvious exits: -NorthB -SouthB -UpB
< 640h/640H 261v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 261v/274V Pos: standing >
The Eastern Palisade on Top of the Motte
The narrow lane between keep and palisade stretches from north to south
here, approaching the eastern tower on one side and the bend in the road on
the other. The large, looming walls of the keep tower overhead, and the
platforms on the palisade bustle with activity as the soldiers go about
their daily routines.
Obvious exits: -NorthB -SouthB
< 640h/640H 264v/274V Pos: standing >
You quickly scan the area.
You see nothing.
< 640h/640H 265v/274V Pos: standing >
Bottom of a Tower on the Eastern Side of the Motte
Unlike the towers on the palisade in the city, the ones on the motte are
not built at the corners. While a wider field of view is accepted by taking
this course of building, several advantages are also gained, namely in ease
of construction and quick troop mobility. A spiral stairway leads to the
platforms above.
Obvious exits: -NorthB -SouthB -UpB
There are some tracks heading north.
< 640h/640H 265v/274V Pos: standing >
A Heavy Stone Platform on the Eastern Tower
This massive tower is capped by a huge platform holding several war
engines, among them mangonels, catapults and ballistas. Piles of ammunition
nearby are ready in case heavy firing breaks out, and a heavy block and
tackle is available for for lifting more if the need arises. The weapons
are chocked in place, but are ready to roll into position.
Obvious exits: -NorthB -SouthB -West -DownB
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.
There are some tracks heading north.
< 640h/640H 264v/274V Pos: standing >
You quickly scan the area.
A meek servant who is not far off to your west.
A Halfling who is rather far off to your west.
< 640h/640H 267v/274V Pos: standing >
Bottom of a Tower on the Eastern Side of the Motte
Unlike the towers on the palisade in the city, the ones on the motte are
not built at the corners. While a wider field of view is accepted by taking
this course of building, several advantages are also gained, namely in ease
of construction and quick troop mobility. A spiral stairway leads to the
platforms above.
Obvious exits: -NorthB -SouthB -UpB
< 640h/640H 271v/274V Pos: standing >
A Heavy Stone Platform on the Eastern Tower
This massive tower is capped by a huge platform holding several war
engines, among them mangonels, catapults and ballistas. Piles of ammunition
nearby are ready in case heavy firing breaks out, and a heavy block and
tackle is available for for lifting more if the need arises. The weapons
are chocked in place, but are ready to roll into position.
Obvious exits: -NorthB -SouthB -West -DownB
A solid oaken mangonel is strapped to the platform..
A heavy ballista has been mounted upon the tower platform.
There are Halfling tracks going west.
< 640h/640H 273v/274V Pos: standing >
You quickly scan the area.
A Halfling who is rather far off to your west.
< 640h/640H 273v/274V Pos: standing >
A Musky Hallway Through The Keep
The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers. Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -EastB -West
< 640h/640H 272v/274V Pos: standing >
A Musky Hallway Through the Keep
The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers. Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West
The corpse of a meek servant is lying here.
[2] The corpse of a heavy footman is lying here.
< 640h/640H 272v/274V Pos: standing >
An Intersection of Halls Within the Keep
The two hallways on the second story of the keep join here, at a very
well traveled intersection with the keep. The soldiers upon their daily
rounds to the palisades must pass through here or else leave the keep and
travel to one of the towers to access the platforms, and the Duke himself
comes though each morning and night on his way to and from his bed chamber.
Obvious exits: -North -East -South -West
< 640h/640H 273v/274V Pos: standing >
A Musky Hallway With the Keep
The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers. Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West
A Halfling (small) Legionary of The Empire sits resting.
< 640h/640H 272v/274V Pos: standing >
You snap into visibility.
A Halfling is disrupted from meditation.
A Halfling, looking very frustrated, packs up his book.
[Damage: 96 ] A Halfling makes a strange sound as you place the stiletto of vanquishing in his back.
With a swift tug you wrench the weapon free, ramming it into a Halfling's spine!.
[Damage: 47 ] A Halfling makes a strange sound as you place the stiletto of vanquishing in his back.
[Damage: 96 ] A Halfling makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [poor] in his back.
With a swift tug you wrench the weapon free, ramming it into a Halfling's spine!.
[Damage: 40 ] A Halfling makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [poor] in his back.
< 640h/640H 274v/274V Pos: standing >
< T: Yzari TP: sta TC:excellent E: A Halfling sit EP: awful >
You attempt to flee...
A Small Study in the Luxurious Guest Chambers
This small study is in the front of the guest quarters, a place designed
to give visiting dignitaries a place to work on affairs of state. A finely
crafted oaken desk stands against the far wall, complete with all manner of
items for conducting the affairs of diplomacy. A large bookcase is filled
with reference materials and tomes of the law of the land.
Obvious exits: -North -West
A few drops of fresh blood are scattered around the area.
The corpse of a guild representative is lying here.
You flee southward!
< 640h/640H 261v/274V Pos: standing >
A Musky Hallway With the Keep
The Dusty Hallway through the keep runs from the eastern tower of the
palisade straight through to the western side, providing excellent mobility
and access for the soldiers. Access to several important areas of the keep
are gained though this hallway, included in which are the Duke's chambers,
theArchbishop's chambers, the guest room, as well as the meeting hall.
Obvious exits: -North -East -South -West
A Halfling (small) Legionary of The Empire sits here.
There are some tracks heading north.
< 640h/640H 261v/274V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You score a CRITICAL HIT!!!
You snap into visibility.
[Damage: 27 ] A Halfling makes a strange sound as you place the stiletto of vanquishing in his back.
You twist the blade and watch as a a Halfling writhes in agony.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 24 ] A Halfling makes a strange sound but is suddenly very silent as you place a wicked black dagger named 'Sanguine Blessing' [poor] in his back.
A Halfling's legendary limestone ring was completely destroyed by the massive blow!
A Halfling is dead! R.I.P.
You receive your share of experience.