<worn on head> a shimmering granite hood
<worn on eyes> a legendary limestone eyepatch
<worn in ear> a birdfeather earring
<worn in ear> a pair of silver earrings with red rubies
<worn on face> a fanged jaw piece
<worn around neck> an icy iron choker from Rift Valley Jungle
<worn on body> some robes of sand weaving
<worn about body> a hardened copper cloak
<worn on back> an eagle feather backpack (illuminating)
<worn as quiver> a gleaming leather quiver from Rift Valley Jungle
<worn on belt buckle>a burnt out brazier long past forgotten (glowing)
<attached to belt> a stylish limestone belt buckle
<attached to belt> a rugged adventurers satchel (illuminating)
<worn on arms> a pair of worn leather sleeves
<worn around wrist> some enchanted wristguards
<worn around wrist> a cracked bone wristguard from Rift Valley Jungle
<worn on hands> some dark bronze talons from The City of Winterhaven
<worn on finger> a gold ring with diamonds (illuminating)
<primary weapon> a skin-wrapped emerald scythe
<worn on legs> some unearthly granite pants from The Prisons of Carthapia
<worn on feet> some pitted granite moccasins
A rogue coyote searches for scraps.
< 175h/175H 73v/148V Pos: standing >
The coyote enters from below.
< 175h/175H 73v/148V Pos: standing >
The coyote suddenly attacks YOU!
The coyote misses you.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
The coyote suddenly attacks YOU!
The coyote misses you.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
You start chanting...
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
Casting: chill touch
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
You complete your spell...
[Damage: 23 ] You chill the coyote.
The chilling cold causes the coyote to stammer, apparently weakened.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
The coyote dodges your futile attack.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
You dodge the coyote's vicious attack.
The coyote misses you.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
You dodge the coyote's vicious attack.
The coyote misses you.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
[Damage: 1 ] Your weak slash strikes the coyote very hard.
The coyote is stunned!
The coyote laughs at your feeble attempt to kick him from behind.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
You dodge the coyote's vicious attack.
The coyote misses you.
You dodge the coyote's vicious attack.
You dodge the coyote's vicious attack.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
The coyote dodges your futile attack.
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
You dodge the coyote's vicious attack.
The coyote stumbles, hitting himself!
The coyote suddenly attacks YOU!
The coyote misses you.
You dodge the coyote's vicious attack.
The coyote misses you.
You start chanting...
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
Casting: chill touch
< 175h/175H 73v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: bleeding, close to death >
You complete your spell...
[Damage: 24 ] You chill the coyote. Remember to put flowers on his grave.
The coyote is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as the coyote's gurgling and choking signals his demise.
< 175h/175H 73v/148V Pos: standing >
It appears to be the corpse of the coyote.
Nothing.
< 175h/175H 73v/148V Pos: standing >
the corpse of the coyote does not contain the coins.
< 175h/175H 73v/148V Pos: standing >
You stop using a rugged adventurers satchel.
< 175h/175H 73v/148V Pos: standing >
Into what?
< 175h/175H 73v/148V Pos: standing >
You don't have anything to put in it.
< 175h/175H 73v/148V Pos: standing >
Into what?
< 175h/175H 73v/148V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 175h/175H 74v/148V Pos: standing >
The coyote misses you.
The coyote misses you.
Sorry, you aren't allowed to do that in combat.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
The coyote dodges your futile attack.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
You start chanting...
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: excellent >
You complete your spell...
[Damage: 3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage: 3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage: 3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage: 3 ] You watch with self-pride as the magic missile hits the coyote.
[Damage: 3 ] You watch with self-pride as the magic missile hits the coyote.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: nasty wounds >
You dodge the coyote's vicious attack.
The coyote misses you.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: nasty wounds >
Hint: At level 30 you get the option to adopt a class specialization if you choose. Check the help files for your class to see what's available.
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: nasty wounds >
The coyote dodges your futile attack.
You start chanting...
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: nasty wounds >
Casting: chill touch
< 175h/175H 74v/148V Pos: standing >
< T: Taselis TP: sta TC:excellent E: coyote sta EP: nasty wounds >
You complete your spell...
[Damage: 22 ] You chill the coyote. Remember to put flowers on his grave.
The coyote is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as the coyote's gurgling and choking signals his demise.
< 175h/175H 74v/148V Pos: standing >
It appears to be the corpse of the coyote.
Nothing.
< 175h/175H 74v/148V Pos: standing >
the corpse of the coyote does not contain the coins.
< 175h/175H 74v/148V Pos: standing >
You stop using a rugged adventurers satchel.
< 175h/175H 74v/148V Pos: standing >
Into what?
< 175h/175H 74v/148V Pos: standing >
You don't have anything to put in it.
< 175h/175H 74v/148V Pos: standing >
Into what?
< 175h/175H 74v/148V Pos: standing >
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 175h/175H 75v/148V Pos: standing >
Nearing the Edge Of the Ice Flow
Obvious exits: -North -Down
A few drops of fresh blood are scattered around the area.
[2] The corpse of the coyote is lying here.
< 175h/175H 75v/148V Pos: standing >
Bend In the Path Around the Ice Flow
This is the northern end of the ice flow. The path continues east
towards the cliff face and south around the ice flow. The trail starts to
look more like a road again here, and the going gets a little easier. The ice
flow appears to be quite dirty at this end, and there are many stones and
large rocks near the surface of the ice, though mud and dirt blocks sight any
deeper into the ice. The corpse of a huge pack horse lies on the trail here.
The animal has a visibly broken front leg and bears a massive gash to the
neck, presumably a mercy blow. Blood from the neck wound forms a morbid frozen
puddle next to the body.
Obvious exits: -East -South
The bloody and mangled corpse of a pack horse lies still.
< 175h/175H 74v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 76v/148V Pos: standing >
The Road Alongside the Cliff Face
Wagon tracks are visible here on the road. The trail is now once again a
well kept road and no more obstructions bar the way. The cliffs lie directly
to the east and the ice flow to the south and southwest. The going is much
easier here, and the ice flow provides some shelter from the winds. The road
continues up and to the north.
Obvious exits: -West -Up
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 75v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 76v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 76v/148V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
The road rises sharply again, making the travel very straining. The face
of the rock here takes on a shiny reflective surface, and a vein of a
different rock streaks through from high on the right to way down below the
surface of the ground on the left. The ground falls away to the west down
into a vale that forms between the northern section of cliff ahead, and the
hill this road lies on. The clouds appear to be very close now, and the top
of the cliffs start to peek through.
Obvious exits: -Up -Down
< 175h/175H 75v/148V Pos: standing >
A Steep Rise In the Road Along the Cliff Face
The grade continues to rise in angle, making the climb progressively
difficult. Neat little piles of debris and snow are lined up against the
rocks; another sign of maintenance The mineral streak in the rock face
becomes more pronounced here, making for a dazzling display when the bright
winter sun is out. The sheltered vale below no doubt provides a home for a
wide variety of creatures, a wise traveler would be wary. A light grey mist
snals the start of the clouds, and foreshadows the top of the cliffs.
Obvious exits: -Up -Down
A snowfox waits patiently for hapless prey to wander by.
< 175h/175H 74v/148V Pos: standing >
A Landing Near the Top of the Cliffs
This area forms a landing between an upward grade and a short jaunt to the
east. The road travels east and down in a southerly direction here. The
ground sweeps away to the west down into the vale. The cliffs peak is very
close now, it looks like the top could be reached in a few minutes from here.
The view of the surrounding countryside is obscured by a cloud that hovers
over the road like a canopy The road leads east and down to the south.
Obvious exits: -East -Down
< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 72v/148V Pos: standing >
The snowfox enters from below.
< 175h/175H 74v/148V Pos: standing >
The Final Rise To the Top
This section of the well kept road leads up and to the north, and appears
to be the last stretch before the summit of the Ice Crag Cliffs. To the west
is almost a straight drop now, as the edge of the hill this road lies on pulls
closer. The vale below is no longer visible; it is hidden by a thick cloud
cover. The road has begun to take on more uniformity here, and appears to be
groomed on a regular basis. The scrub brush growing out of the cliff face has
been cut away and the cliff face cleaned of dirt and ice for several tens of
feet off the ground. Leading upward and north, the road continues.
Obvious exits: -West -Up
< 175h/175H 72v/148V Pos: standing >
Just Beneath the Edge
The edge of the cliffs is now completely visible. Just beyond this stretch
is the top at long last. Looking back down to the south, it's amazing how
fast the road climbs. The clouds are so close, they obscure the drop into the
vale below. If one were not aware of the drop, it's quite conceivable that
one could fall in. Perfection is the only way to describe the landscaping of
the road from here on out. The snow and ice are clean swept from the road,
aside from the inch or two from the last hour, and the face of the rock is
free of ice and scrub. Leading upward and north, the road reaches the summit.
Obvious exits: -Up -Down
< 175h/175H 72v/148V Pos: standing >
The Edge of Ice Crag Cliffs
Being so high, this vantage point allows one to see past the cloud cover
directly below. The view is just short of infinite, but beyond fantastic.
Mt. Gandar looms imperiously to the south, and if it weren't for mortal
limitations, the Calimshan Desert would be visible past that. Skeldrach lake
shines a deep black in the foreground of Gandar. To the north the cliffs
surface appears to be a vast wasteland of ice and snow, except for the
magnificent castle in the middle of perfect nothingness. Leading towards the
castle lies an immaculate road of stone laid in a carved ice path. Flags line
the sides of the road bearing a symbol, but they are to far away to determine
what it is.
Obvious exits: -North -Down
< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 72v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 73v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 73v/148V Pos: standing >
An Immaculate Road Carved Through the Ice
The path leading towards the castle is obviously maintained on a daily
basis. The snow has been swept off the path, and the ice chipped away to make
it easy to walk over. The stones that line the ground here have been inset
into the ice and then glossed over with water to fill the gaps in between.
The workmanship is comparable to the best dwarven masonry. Flags fly from
ashen posts in the snow every twenty feet. Very clearly, the symbol of Auril,
the Frostmaiden, can be seen embroidered on each flag, a perfectly symmetrical
snowflake on a brilliant blue diamond background. The road leads northward
towards the castle, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South
< 175h/175H 73v/148V Pos: standing >
An Immaculate Road Carved Through the Ice
Why anyone would build such a castle in isolation as intense as this is
beyond logic and rational. Obviously the inhabitant is veralthy and not
to mention quite loyal to Auril judging from the flags. A large path has been
trodden down the side of the road in the snow. It looks as though a large
group of people have been walking back and forth next to the road. Why they
chose to walk in the snow rather than on the road is not apparent. The road
leads northward towards the castle, and south to the edge of the Ice Crag
Cliffs.
Obvious exits: -North -South
< 175h/175H 73v/148V Pos: standing >
Approaching the Castle
It was not clear from the edge of the cliffs exactly how large the castle
truly is, as there is nothing on the horizon with which to compare. The walls
of the structure must be blindingly bright in the winter sun, as they are
constructed with brilliant white transluscent stone. If the setting were
different, high on a lush green hillside perhaps, the castle might be a
breathtaking sight. But here, in the grip of the frostmaiden, it prompts one
to pull up the fur against the cold abrasive winter gusts. The only comfort
the sight of the castle provides is the promise of warmth, though one has to
wonder if it might not be warmer, and safer, out here. The road leads
northward onto a bridge, and south to the edge of the Ice Crag Cliffs.
Obvious exits: -North -South
< 175h/175H 72v/148V Pos: standing >
An Arch of Solid Ice Crossing a Strange Moat
A deep blue emanates from inside the arch, somewhere near the center,
pulsing in unison with some unseen heart. The arch itself stems out of the
ice and snow on either side of the moat. Its approximately ten feet thick at
the ends where it attaches to the land, and amazingly enough, only six inches
thick in the middle. The ice is very slippery and it takes a lot of effort
to cross the bridge safely. Below the arch, even though the ground appears
to be flat here, the icy waters of the moat rush past from left to right in a
horrifying torrent of ice and mist. The water is clean and clear, however the
bottom of the moat is not visible. A huge set of double doors can be seen to
the north. The immaculate road leads south towards the edge of the cliffs.
Obvious exits: -North -South
A warmly dressed sentry obediantly follows the Sergeant.(Red Aura)
A warmly dressed sentry obediantly follows the Sergeant.(Red Aura)
An exhausted sentry reluctantly follows the Sergeant.(Red Aura)
(Q)The sergeant effectively leads his patrol in search of intruders.(Red Aura)
An exhausted sentry reluctantly follows the Sergeant.(Red Aura)
< 175h/175H 71v/148V Pos: standing >
Before the Doors of Ice Crag Castle
The majestic double doors bearing the symbol of Auril are closed and have
no obvious keyhole. The grand doors open towards the bridge presumably for
security purposes. Giant iron pins form the hinges connected directly to the
iron frame work of the door, which in turn is fastened to the stone by smaller
iron shafts driven through the frame and into the wall. The stonework is as
impressive as the walkway that leads up to the castle. Each stone set on the
one below with precision to make sure no ledges are formed which could be used
as hand holds to climb with. The wall rises perhaps thirty feet into the
bleak gray sky above. On each of the two visible corners there are towers
that rise a few floors above the rest of the castle. All around the top of
the castle, waving proudly from parapets of stone, fly banners and flags also
bearing the symbol of Auril, the Frostmaiden.
Obvious exits: -North# -South
An engraved plaque is embedded in the doors.
< 175h/175H 69v/148V Pos: standing >
The double seems to be closed.
< 175h/175H 69v/148V Pos: standing >
The double seems to be closed.
< 175h/175H 69v/148V Pos: standing >
It seems to be locked.
< 175h/175H 73v/148V Pos: standing >
The double seems to be closed.
< 175h/175H 73v/148V Pos: standing >
You say in elven 'auril'
The double begins to hum, then glow brightly.
A magical force unlocks the double.
< 175h/175H 78v/148V Pos: standing >
Ok.
< 175h/175H 79v/148V 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 meekly dressed servant of the castle lowers her head in your presence.
< 175h/175H 79v/148V Pos: standing >
Ok.
< 175h/175H 80v/148V Pos: standing >
You quickly scan the area.
A guest of the banquet who is close by to your west.
< 175h/175H 82v/148V Pos: standing >
You start chanting...
< 175h/175H 84v/148V Pos: standing >
Casting: conjure elemental *
< 175h/175H 86v/148V Pos: standing >
A servant leaves west.
< 175h/175H 87v/148V Pos: standing >
Casting: conjure elemental
< 175h/175H 88v/148V Pos: standing >
You complete your spell...
A gust of wind solidifies into an air elemental.
An air elemental sulkily says 'Your wish is my command, master!'
An air elemental starts following you.
< 175h/175H 88v/148V Pos: standing >
Ok.
An air elemental says in elven 'I have 223 (223) hits, and 156 (156) movement points.'
< 175h/175H 92v/148V Pos: standing >
Score information for Taselis
Level: 23 Race: Grey Elf Class: Conjurer Sex: Male
Hit points: 175(175) Moves: 93(148)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 35 platinum 472 gold 3 silver 0 copper
Playing time: 1 days / 6 hours/ 32 minutes
Received data: 0.0986 MB this session.
Send data: 0.0019 MB this session.
Compression ratio: 83%
83%
Followers:
an air elemental
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Evil Good Life Heat
Protected from: Low Circle spells
Protected by: Slow Poison
Enchantments: Armor Levitation
Bartender Quests Remaining: 8
Combat Pulse: 17 Spell Pulse: 0.82
Leaderboard Points: 229
Active Spells:
--------------
Auctions Disabled (2 minutes)
levitate (14 minutes)
sense follower (4 minutes)
armor (3 minutes)
bless (8 minutes)
accelerated healing (26 minutes)
< 175h/175H 93v/148V Pos: standing >
The Southern End of the Grand Foyer
Obvious exits: -North -East -South# -West
An air elemental is here looking like a small living tornado. (minion)
< 175h/175H 93v/148V Pos: standing >
An air elemental is now a member of your group.
< 175h/175H 96v/148V Pos: standing >
An air elemental fades from your mortal viewing...
< 175h/175H 97v/148V 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#
(Q)A meekly dressed servant of the castle lowers her head in your presence.
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)
An air elemental enters from the east.
< 175h/175H 97v/148V Pos: standing >
A guest of the banquet leaves north.
< 175h/175H 98v/148V Pos: standing >
She is a small human female that is probably the wife of one of the
Guard's Walk patrolmen. Dressed in unimpressive clothes, she is no
different than servants around the world.
A servant appears to be Humanoid and is in excellent condition.
He's medium in size.
<worn on body> a meek brown dress
< 175h/175H 101v/148V Pos: standing >
Autosaving...
< 175h/175H 102v/148V 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
An air elemental enters from the west.
< 175h/175H 104v/148V 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
An air elemental enters from the west.
< 175h/175H 103v/148V 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
You sense a lifeform nearby.
An air elemental enters from the south.
< 175h/175H 105v/148V Pos: standing >
You don't find anything you didn't see before.
< 175h/175H 109v/148V Pos: standing >
You don't find anything you didn't see before.
< 175h/175H 113v/148V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.
You don't find anything you didn't see before.
< 175h/175H 118v/148V Pos: standing >
You sit down and relax.
< 175h/175H 122v/148V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - coldshield
1 - sense follower
( 4th circle) 3 - lightning bolt
1 - ray of enfeeblement
1 - levitate
( 3rd circle) 4 - shocking grasp
2 - acidimmolate
( 2nd circle) 3 - burning hands
( 1st circle) 5 - magic missile
And you are currently memorizing the following spells:
16 seconds: ( 5th) wall of stone
24 seconds: ( 1st) magic missile
31 seconds: ( 1st) magic missile
42 seconds: ( 2nd) chill touch
52 seconds: ( 2nd) chill touch
63 seconds: ( 2nd) chill touch
70 seconds: ( 1st) magic missile
81 seconds: ( 2nd) chill touch
98 seconds: ( 5th) conjure elemental
You can memorize no more spells.
You continue your study.
< 175h/175H 123v/148V Pos: sitting >
You start meditating...
< 175h/175H 123v/148V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing wall of stone.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing magic missile.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing chill touch.
< 175h/175H 148v/148V Pos: sitting >
Hint: The 'who' command can sort players by name, level, race, class or specialization.
< 175h/175H 148v/148V Pos: sitting >
You have finished memorizing conjure elemental.
Your studies are complete.
< 175h/175H 148v/148V Pos: sitting >
You clamber to your feet.
< 175h/175H 148v/148V Pos: standing >
The Eastern End of the Grand Foyer
Obvious exits: -North -South -West
*An air elemental is here looking like a small living tornado. (minion)
< 175h/175H 148v/148V 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
An air elemental enters from the south.
< 175h/175H 147v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 175h/175H 147v/148V 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
An air elemental enters from the north.
< 175h/175H 146v/148V 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
You sense a lifeform nearby.
An air elemental enters from the north.
< 175h/175H 145v/148V Pos: standing >
You find a quiet guest of the castle lurking here!
< 175h/175H 148v/148V 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
You sense a lifeform nearby.
An air elemental enters from the east.
< 175h/175H 147v/148V 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.
You sense a lifeform nearby.
An impatient guest of the Banquet paces, awaiting the start of the festivities.(Red Aura)
An air elemental enters from the south.
< 175h/175H 146v/148V Pos: standing >
You don't find anything you didn't see before.
< 175h/175H 148v/148V Pos: standing >
A Kobold enters from the south.
A Kobold enters from the south.
A Kobold enters from the south.
A Kobold enters from the south.
< 175h/175H 148v/148V Pos: standing >
A Kobold snaps into visibility.
< 175h/175H 148v/148V Pos: standing >
You don't find anything you didn't see before.
< 175h/175H 148v/148V Pos: standing >
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH! That really did HURT!
< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
A Kobold starts casting an offensive spell.
< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
You miss a Kobold.
< 143h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: small wounds E: A Kobold sta EP: excellent >
A huge furry ram enters from the south.
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH! That really did HURT!
< 106h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
Green slime eats away at your skin!
Sorry, you aren't allowed to do that in combat.
< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
A Kobold starts casting an offensive spell.
< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Kobold suddenly attacks YOU!
A Kobold misses you.
< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
A Kobold suddenly attacks YOU!
A Kobold misses you.
< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 105h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: few wounds E: A Kobold sta EP: excellent >
An air elemental says in elven 'Today is a good day to die!'
An air elemental suddenly attacks a Kobold!
An air elemental snaps into visibility.
An air elemental misses a Kobold.
A Kobold completes his spell...
A Kobold utters the word 'aqueuwwarahz'
A bubbling spray of goo spews from a Kobold striking you full on!
OUCH! That really did HURT!
Your eagle feather backpack was corroded by acid.
Your legendary limestone eyepatch was corroded by acid.
< 57h/175H 148v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
You attempt to flee...
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
You flee southward!
< 57h/175H 126v/148V Pos: standing >
Green slime eats away at your skin!
< 56h/175H 126v/148V Pos: standing >
Green slime eats away at your skin!
< 56h/175H 126v/148V Pos: standing >
A Kobold enters from the north.
A Kobold enters from the north.
A Kobold enters from the north.
< 57h/175H 127v/148V Pos: standing >
The double seems to be closed.
A Kobold suddenly attacks YOU!
A Kobold misses you.
< 57h/175H 127v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 58h/175H 127v/148V Pos: standing >
< T: Taselis TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 58h/175H 127v/148V Pos: standing >
<Green slime eats away at your skin!
Sorry, you aren't allowed to do that in combat.
< 57h/175H 127v/148V Pos: standing >
<Green slime eats away at your skin!
Your cracked bone wristguard from Rift Valley Jungle was corroded by acid.
Sorry, you aren't allowed to do that in combat.
< 56h/175H 127v/148V Pos: standing >
<You attempt to flee...
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#
You flee westward!
< 56h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
OUCH! That really did HURT!
Your enchanted wristguards was corroded by acid.
< 38h/175H 98v/148V 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 few drops of fresh blood are scattered around the area.
A huge, furry ram trots across the frozen plains.
(Q)A meekly dressed servant of the castle lowers her head in your presence.
< 38h/175H 97v/148V Pos: standing >
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#
< 39h/175H 96v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 39h/175H 97v/148V Pos: standing >
The door seems to be closed.
< 41h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
The door seems to be closed.
< 41h/175H 98v/148V Pos: standing >
The door seems to be closed.
< 42h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
OUCH! That really did HURT!
< 25h/175H 99v/148V Pos: standing >
Ok.
< 25h/175H 99v/148V Pos: standing >
A servant enters from the south.
< 26h/175H 100v/148V Pos: standing >
Green slime eats away at your skin!
You wish that your wounds would stop BLEEDING so much!
The West Hall
A giant white fur covered throne is depicted here in a mural, and a
powerful looking woman sits comfortably in it before a grand court full of
people. Men and women alike, vye for her attention, like peasants pleading
with an indifferent king. Her air of impunity and arrogance makes it all the
more frustrating for them. The air moves swiftly here, carrying away the
billowing clouds of pitch smoke that rise from the torches. A long black line
runs down the ceiling, marking the well traveled path of the smoke and soot.
The hall runs north and south, while the Grand Foyer is accessible through a
door in the east wall. An arched portal leads to the west, into the Court of
the Icess.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)
< 14h/175H 99v/148V Pos: standing >
The Northeastern Corner of the Court of the Icess
This is the Court of the Icess. At the north end of this court sits her
throne, where she spends very little time these days. The ceiling here is
higher than average, but not cathedral proportions. Ambient light is provided
from a white hot flame atop an onyx pedestal in the center of the court. The
floor here is devoid of symbols unlike most of the castle. The walls however
do have banners bearing the symbol of Auril, but they are smaller than others
in the castle. It is apparent that this room is dedicated to someone other
than the goddess Auril. The court continues to the west and south. A door
leads to the north, and an arched portal leads east to the West Hall.
Obvious exits: -North# -East -South -West
Puddles of fresh blood cover the ground.
One of the Archivist's understudies is taking a rest from the books.(Red Aura)
A snooty merchant's wife is here admiring the decor.(Red Aura)
< 15h/175H 98v/148V Pos: standing >
A Kobold enters from the east.
A Kobold enters from the east.
A Kobold enters from the east.
< 16h/175H 99v/148V Pos: standing >
A Malevolent Pedestal in the Court of the Icess
Evil emanates from this pedestal in massive waves that are so powerful,
they are almost visible. A feeling of pure terror hangs in the air
proclaiming its presence with authority. The white hot flame, changes color
periodically, changing from bright white through all the shades of gray, and
finally to black. It stays in each color for only a second, and then fades
to a new one. Nothing else is here, only the pedestal and the mesmerizing
flame.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A malevolant onyx pedestal throws darkness on the room.
(Q)A meekly dressed servant of the castle lowers her head in your presence.
< 17h/175H 98v/148V Pos: standing >
Green slime eats away at your skin!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
< -2h/175H 98v/148V Pos: standing >
The slime consuming your flesh devours you completely!
Your fragile copper tower shield melted corroded by the acid.
Your strange mithral medallion melted corroded by the acid.
Your soft leather belt melted corroded by the acid.
Your sinister limestone badge melted corroded by the acid.