<worn as a badge> a blood-stained clay badge from Kobold Settlement
<worn on head> a hardened bark helm from Kobold Settlement
<worn on eyes> a black warvisor of regeneration (magic)
<worn in ear> a cracked limestone earring from Morg's Place
<worn in ear> an obsidian earring shaped like a skull of constitution
<worn on face> a stony granite face of precision (magic) (glowing) [89%]
<worn around neck> a spiked bamboo collar of health
<worn around neck> an unearthly silver necklace from Kobold Settlement
<worn on body> a burnt bronze ringmail from Kobold Settlement
<worn about body> the masters cloak (glowing)
<worn as quiver> a marble quiver of endurance
<worn about waist> a belt bearing the crest of Darkuul (magic)
<worn on belt buckle>a shimmering brass belt buckle from Kobold Settlement
<attached to belt> a sack of strange herbs (magic) [86%]
<attached to belt> a rugged adventurers satchel (magic) (illuminating)
<worn on arms> some frost-rimed marble arm plates from Kobold Settlement
<worn around wrist> a glowing fiery bracer (magic) (glowing)
<worn around wrist> a bracer carved from obsidian
<worn on hands> a glowing, clawed talon of a tako demon (magic) (illuminating)
<worn on finger> an etched obsidian ring
<worn on finger> an etched obsidian ring
<primary weapon> a royal Bloodstone dagger [superior]
<secondary weapon> a spike-knuckled razor sharp blade
<worn on legs> a pair of chainmail-linked leg plates of dexterity
<worn on feet> a pair of crystal spurred boots of agility (magic)
^^^^MMMM.^.
.MMMMM..^^.^^
MMMMMM.^.....^.
^.^.^.........M
+++++++@+++++M+
..........^^^..
^.^..***......^
^..******....
M..********
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 536v/600V Pos: standing >
^^^^^MMMM.^
M.MMMMM..^^.^
^MMMMMM.^.....^
^^.^.^.........
M++++++@++++++M
^..........^^^.
.^.^..***......
.^..******...
.M..*******
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 536v/600V Pos: standing >
.^^^^^MMMM.
^M.MMMMM..^^.
.^MMMMMM.^.....
.^^.^.^........
MM+++++@+++++++
^^..........^^^
M.^.^..***.....
..^..******..
..M..******
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 537v/600V Pos: standing >
..^^^^^MMMM
^^M.MMMMM..^^
^.^MMMMMM.^....
^.^^.^.^.......
^MM++++@+++++++
^^^..........^^
^M.^.^..***....
^..^..******.
^..M..*****
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 537v/600V Pos: standing >
^..^^^^^MMM
^^^M.MMMMM..^
M^.^MMMMMM.^...
M^.^^.^.^......
M^MM+++@+++++++
M^^^..........^
M^M.^.^..***...
^^..^..******
^^..M..****
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 538v/600V Pos: standing >
M^..^^^^^MM
M^^^M.MMMMM..
MM^.^MMMMMM.^..
MM^.^^.^.^.....
MM^MM++@+++++++
MM^^^..........
MM^M.^.^..***..
M^^..^..*****
^^^..M..***
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 539v/600V Pos: standing >
MM^..^^^^^M
MM^^^M.MMMMM.
MMM^.^MMMMMM.^.
MMM^.^^.^.^....
MMM^MM+@+++++++
MMM^^^.........
MMM^M.^.^..***.
MM^^..^..****
M^^^..M..**
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 539v/600V Pos: standing >
MMM^..^^^^^
MMM^^^M.MMMMM
MMMM^.^MMMMMM.^
MMM^.^^.^.^...
MMM^MM@+++++++
MMM^^^........
MMM^M.^.^..***
MMM^^..^..***
MM^^^..M..*
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 655h/599H 540v/600V Pos: standing >
The mountains are too treacherous to be scaled. Find another way to pass them.
< 655h/599H 540v/600V Pos: standing >
Your mount is too exhausted.
< 654h/599H 541v/600V Pos: standing >
I see no ga here.
< 654h/599H 544v/600V Pos: standing >
You dismount a rabbit.
< 654h/599H 545v/600V 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# -South
< 654h/599H 544v/600V Pos: standing >
Ok.
< 654h/599H 547v/600V 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: -North -East -South -West
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.
< 654h/599H 547v/600V Pos: standing >
You quickly scan the area.
A burly bricklayer who is close by to your north.
A travelling cordwainer who is a brief walk away to your north.
The sergeant of the guard who is rather far off to your north.
A grumpy limner who is in the distance to your north.
A small halfling woodturner who is close by to your east.
A rambouillet sheep who is a brief walk away to your east.
A humble shepherd who is a brief walk away to your east.
A rabbit who is not far off to your south.
A tall longbowman who is a brief walk away to your west.
< 654h/599H 547v/600V Pos: standing >
I see no door here.
< 654h/599H 552v/600V 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: -North -East -South -West
A burly bricklayer strolls though the streets of the bailey.
< 654h/599H 551v/600V Pos: standing >
You get a slab of beef from a lion-skin backpack.
< 654h/599H 555v/600V Pos: standing >
A Rickety Wooden Gallows In a Dusty Courtyard
This dusty courtyard has one dominating feature to it, the old wooden
gallows that have been erected in the center. Many of the criminals caught
within these walls have found their way to this spot, although not many have
left it breathing. Small bleachers have been erected here for the castle
inhabitants to watch the executions.
Obvious exits: -South -West
A rotting wooden gallows has been erected here.
A heavily-bearded nailsmith is wandering about the smithys' quarter.
< 654h/599H 556v/600V Pos: standing >
You feel sated already.
< 654h/599H 560v/600V 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: -North -East -South -West
A burly bricklayer strolls though the streets of the bailey.
< 654h/599H 561v/600V 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: -North -East -South
< 654h/599H 561v/600V 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: -North -East -South -West
A travelling cordwainer wanders the districts of the bailey.
< 654h/599H 560v/600V Pos: standing >
You quickly scan the area.
A grumpy limner who is not far off to your north.
A burly quarrier who is rather far off to your north.
A heavily-built mason who is rather far off to your east.
A burly bricklayer who is not far off to your south.
A dwarven merchant who is a brief walk away to your south.
A customs officer who is a brief walk away to your south.
An inspection agent who is a brief walk away to your south.
A rabbit who is in the distance to your south.
An exhausted ranger who is close by to your west.
A rotund halfling bartender who is close by to your west.
A sleazy half-orc prostitute who is close by to your west.
A towering hosteler who is not far off to your west.
< 654h/599H 561v/600V 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: -North -East -South -West
A fountain of polished ivory splashes water about.
< 654h/599H 562v/600V Pos: standing >
You quickly scan the area.
A grumpy limner who is close by to your north.
A burly quarrier who is a brief walk away to your north.
The sergeant of the guard who is close by to your east.
A one-eyed elven glazier who is close by to your east.
A travelling cordwainer who is close by to your south.
A burly bricklayer who is a brief walk away to your south.
A dwarven merchant who is rather far off to your south.
A customs officer who is rather far off to your south.
An inspection agent who is rather far off to your south.
A petite embroiderer who is close by to your west.
A short astrologer who is rather far off to your west.
< 654h/599H 562v/600V 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: -North -East -South
A grumpy limner is grumbling about the condition of the streets.
< 654h/599H 563v/600V Pos: standing >
You quickly scan the area.
A burly quarrier who is not far off to your north.
A tall longbowman who is close by to your east.
A bearded cutler who is close by to your east.
A travelling cordwainer who is not far off to your south.
A burly bricklayer who is rather far off to your south.
A dwarven merchant who is in the distance to your south.
A customs officer who is in the distance to your south.
An inspection agent who is in the distance to your south.
< 654h/599H 564v/600V 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: -North -South -West
< 654h/599H 565v/600V Pos: standing >
You quickly scan the area.
A burly quarrier who is close by to your north.
A grumpy limner who is close by to your south.
A travelling cordwainer who is a brief walk away to your south.
A burly bricklayer who is in the distance to your south.
The bailey tanner who is close by to your west.
< 654h/599H 565v/600V Pos: standing >
A grumpy limner enters from the south.
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: -North -South
A burly quarrier is strolling through on his way home.
< 653h/599H 566v/600V Pos: standing >
You quickly scan the area.
A grumpy limner who is close by to your south.
A travelling cordwainer who is rather far off to your south.
< 653h/599H 567v/600V 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: -North -East -South -West
< 653h/599H 567v/600V Pos: standing >
You quickly scan the area.
A burly quarrier who is close by to your south.
A grumpy limner who is not far off to your south.
A travelling cordwainer who is in the distance to your south.
An imposing man-at-arms who is close by to your west.
An imposing man-at-arms who is close by to your west.
A bulky ploughman who is not far off to your west.
The wild horse who is rather far off to your west.
< 653h/599H 568v/600V 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: -South -Up
< 653h/599H 569v/600V Pos: standing >
You quickly scan the area.
A burly quarrier who is not far off to your south.
A grumpy limner who is a brief walk away to your south.
< 653h/599H 570v/600V 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: -North -Down
< 653h/599H 571v/600V Pos: standing >
You quickly scan the area.
A heavy footman who is a brief walk away to your north.
A sunburned churl who is a brief walk away to your north.
An elven herald who is a brief walk away to your north.
A dwarven dignitary who is rather far off to your north.
A weasel-faced page who is rather far off to your north.
Duke Delwyn who is rather far off to your north.
< 653h/599H 571v/600V 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 -East -South -West
< 653h/599H 572v/600V Pos: standing >
You quickly scan the area.
A heavy footman who is not far off to your north.
A sunburned churl who is not far off to your north.
An elven herald who is not far off to your north.
A dwarven dignitary who is a brief walk away to your north.
A weasel-faced page who is a brief walk away to your north.
Duke Delwyn who is a brief walk away to your north.
A tall longbowman who is a brief walk away to your east.
A tall longbowman who is not far off to your west.
< 653h/599H 573v/600V Pos: standing >
A Finely Crafted Spiral Staircase in the Foyer of the Keep
The large foyer of the keep is centered around a large spiral staircase
rising into the heights of the structure. The finely crafted stairway is
made of the finest stonework, and a gilded rail leads elegantly around the
stairs. Thick red carpeting covers each stair, and elegant murals wrap
around the walls of the room.
Obvious exits: -North -East -South -West -Up
< 653h/599H 574v/600V Pos: standing >
You quickly scan the area.
A heavy footman who is close by to your north.
A sunburned churl who is close by to your north.
An elven herald who is close by to your north.
A dwarven dignitary who is not far off to your north.
A weasel-faced page who is not far off to your north.
Duke Delwyn who is not far off to your north.
< 653h/599H 575v/600V Pos: standing >
A Large Waiting Room for Patrons of the Duke
This large room is used as a holding chamber for people wishing an
audience with the duke. Anyone with business with the court must pass
through this area, waiting in turn for their right to a hearing. Many
peasants mingle about the room as the await their chance to speak with the
ruler of the Duchy.
Obvious exits: -North -South
A heavy footman is patrolling the keep, watching for trouble.
A sunburned churl awaits his turn at court.
An elven herald awaits an audience with the duke.
< 653h/599H 576v/600V Pos: standing >
You quickly scan the area.
A dwarven dignitary who is close by to your north.
A weasel-faced page who is close by to your north.
Duke Delwyn who is close by to your north.
< 653h/599H 577v/600V Pos: standing >
The Duke's Court in the Grand Hall of the Keep
The large sprawling court of the Duke is finely decorated, with exotic
paintings upon the walls and statues of heroic figures in the corners.
Plush red carpetting leads through the center of the room to the throne,
which suprisingly is a relatively small and simple chair of thick oak.
Several dozen torches light the room, the light ample and plenty.
Obvious exits: -South
A dwarven dignitary is presenting his greetings to the court.
A weasel-faced page is waiting on the Duke's every wish.
Duke Delwyn is standing here, presiding over his court.(Gold Aura)
< 653h/599H 578v/600V Pos: standing >
You quickly scan the area.
A heavy footman who is close by to your south.
A sunburned churl who is close by to your south.
An elven herald who is close by to your south.
< 653h/599H 579v/600V Pos: standing >
A Large Waiting Room for Patrons of the Duke
This large room is used as a holding chamber for people wishing an
audience with the duke. Anyone with business with the court must pass
through this area, waiting in turn for their right to a hearing. Many
peasants mingle about the room as the await their chance to speak with the
ruler of the Duchy.
Obvious exits: -North -South
A heavy footman is patrolling the keep, watching for trouble.
A sunburned churl awaits his turn at court.
An elven herald awaits an audience with the duke.
< 653h/599H 580v/600V Pos: standing >
A Finely Crafted Spiral Staircase in the Foyer of the Keep
The large foyer of the keep is centered around a large spiral staircase
rising into the heights of the structure. The finely crafted stairway is
made of the finest stonework, and a gilded rail leads elegantly around the
stairs. Thick red carpeting covers each stair, and elegant murals wrap
around the walls of the room.
Obvious exits: -North -East -South -West -Up
< 653h/599H 579v/600V Pos: standing >
Halfway Up a Finely Crafted Spiral Staircase
The finely made stone staircase pauses at the landing for the second
floor before continuing to wind up into the heights of the keep. The
exquisite stonework is detailed with intricate scrollwork, and the railing
is plated in either gold or a very close substitute. A plush red carpet
has been laid upon the steps of the wide stairway.
Obvious exits: -North -Up -Down
< 653h/599H 579v/600V Pos: standing >
You quickly scan the area.
You see nothing.
< 653h/599H 579v/600V Pos: standing >
You quickly scan the area.
You see nothing.
< 653h/599H 581v/600V Pos: standing >
You quickly scan the area.
You see nothing.
< 653h/599H 583v/600V Pos: standing >
Top of the Finely Crafted Staircase Leading the Roof of the Keep
The stairway ends here at a door leading outside to the keep roof. The
only way to access the roof is through this area, a design fault of the
keep's architect for if compromised in battle the soldiers on the roof are
cut off from reinforcement. In recognition of this threat a large lock
has been added to the massive door, rendering it virtually impenetrable.
Obvious exits: -North -Down
< 653h/599H 583v/600V Pos: standing >
You quickly scan the area.
You see nothing.
< 653h/599H 584v/600V Pos: standing >
The Base of a Large Observation Tower on the Keep Roof
The keep roof stretches in all directions, from here except to the south,
which leads to the stairway down into the keep. The foot of a large tower
stands here, with a wooden ladder leading to an observation tower above. A
large flagpole can be seen looming even higher above the platform, the tip
of it wavering in the steady winds.
Obvious exits: -North -East -South -West -Up
< 653h/599H 585v/600V Pos: standing >
You quickly scan the area.
A rooftop warden who is close by above you.
A specially trained observer who is not far off above you.
The keep magician who is rather far off above you.
< 653h/599H 586v/600V Pos: standing >
Along the Sprawling Rooftop of the Keep
The rooftop of the keep stretches in all directions, with the crenels of
the battlements visible in the distance. The massive observation tower and
the shack holding the stairway into the keep can also be seen. Stacks of
boulders and ballista bolts lie here and there, ready for quick re-armament
in the even the castle is taken under siege.
Obvious exits: -North -East -South -West
< 653h/599H 588v/600V Pos: standing >
You quickly scan the area.
A Dwarf who is close by to your north.
A Grey Elf who is close by to your north.
A Grey Elf who is close by to your north.
A Githzerai who is close by to your north.
A rooftop warden who is close by to your north.
< 653h/599H 588v/600V Pos: standing >
The Base of a Large Observation Tower on the Keep Roof
The keep roof stretches in all directions, from here except to the south,
which leads to the stairway down into the keep. The foot of a large tower
stands here, with a wooden ladder leading to an observation tower above. A
large flagpole can be seen looming even higher above the platform, the tip
of it wavering in the steady winds.
Obvious exits: -North -East -South -West -Up
< 652h/599H 593v/600V Pos: standing >
Along the Sprawling Rooftop of the Keep
The rooftop of the keep stretches in all directions, with the crenels of
the battlements visible in the distance. The massive observation tower and
the shack holding the stairway into the keep can also be seen. Stacks of
boulders and ballista bolts lie here and there, ready for quick re-armament
in the even the castle is taken under siege.
Obvious exits: -North -East -South -West
< 652h/599H 599v/600V Pos: standing >
The Base of a Large Observation Tower on the Keep Roof
The keep roof stretches in all directions, from here except to the south,
which leads to the stairway down into the keep. The foot of a large tower
stands here, with a wooden ladder leading to an observation tower above. A
large flagpole can be seen looming even higher above the platform, the tip
of it wavering in the steady winds.
Obvious exits: -North -East -South -West -Up
< 652h/599H 598v/600V Pos: standing >
Score information for Yzar
Level: 35 Race: Dracolich Class: Rogue / Assassin Sex: Male
Hit points: 652(599) Moves: 599(600)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 408 platinum 0 gold 0 silver 0 copper
Playing time: 3 days / 1 hours/ 13 minutes
Received data: 0.3572 MB this session.
Send data: 0.0056 MB this session.
Compression ratio: 83%
83%
Status: Standing.
Epic points(total): 308(1006) Current task: find runestone of Domain of Lost Souls
Epic Bonus: Experience Bonus (2.43%)
Frags: +2.50 Deaths: 53
Detecting: Evil Good Magic Life Heat
Protected from: Good Cold Undead Low Circle spells
Enchantments: Ultravision Levitation Waterbreathing Sneaking
Bartender Quests Remaining: 6
Combat Pulse: 15 Spell Pulse: 0.80
Leaderboard Points: 591
Active Spells:
--------------
stone skin (2 minutes)
curse of yzar (no expiration timer)
rested bonus (66 minutes)
< 652h/599H 599v/600V Pos: standing >
Along the Sprawling Rooftop of the Keep
The rooftop of the keep stretches in all directions, with the crenels of
the battlements visible in the distance. The massive observation tower and
the shack holding the stairway into the keep can also be seen. Stacks of
boulders and ballista bolts lie here and there, ready for quick re-armament
in the even the castle is taken under siege.
Obvious exits: -North -East -South -West
< 652h/599H 599v/600V Pos: standing >
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Dwarf (medium) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) stands, floating here.(Gold Aura)
A Grey Elf (medium) of The Empire stands, floating here.(Gold Aura)
A Githzerai (medium) sits resting.
< 652h/599H 598v/600V Pos: standing >
Along the Sprawling Rooftop of the Keep
The rooftop of the keep stretches in all directions, with the crenels of
the battlements visible in the distance. The massive observation tower and
the shack holding the stairway into the keep can also be seen. Stacks of
boulders and ballista bolts lie here and there, ready for quick re-armament
in the even the castle is taken under siege.
Obvious exits: -North -East -South -West
< 652h/599H 597v/600V Pos: standing >
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Dwarf (medium) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) stands, floating here.(Gold Aura)
A Grey Elf (medium) of The Empire stands, floating here.(Gold Aura)
A Githzerai (medium) sits resting.
< 652h/599H 599v/600V Pos: standing >
[Damage: 49 ] A Grey Elf makes a strange sound as you place a royal Bloodstone dagger [superior] in his back.
[Damage: 48 ] A Grey Elf makes a strange sound as you place a spike-knuckled razor sharp blade in his back.
< 665h/599H 599v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: few wounds >
A Githzerai clambers to his feet.
A Githzerai shrieks in shock from the severed tupor link.
< 665h/599H 599v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: few wounds >
You attempt to flee...
PANIC! You couldn't escape!
< 665h/599H 599v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: few wounds >
You attempt to flee...
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
You flee westward!
< 664h/599H 590v/600V Pos: standing >
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Dwarf (medium) Legionary of The Empire stands in mid-air here.
A Grey Elf (medium) stands, floating here.(Gold Aura)
A Grey Elf (medium) of The Empire stands, floating here.(Gold Aura)
A Githzerai (medium) stands in mid-air here.
< 664h/599H 590v/600V Pos: standing >
[Damage: 49 ] A Grey Elf makes a strange sound as you place a royal Bloodstone dagger [superior] in his back.
[Damage: 49 ] A Grey Elf makes a strange sound as you place a spike-knuckled razor sharp blade in his back.
A Githzerai leaves west.
A Grey Elf leaves west.
A Dwarf leaves west.
< 665h/599H 591v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: pretty hurt >
A Grey Elf starts casting a spell.
< 665h/599H 592v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: pretty hurt >
Along the Northern Crenelations of the Keep Roof
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Grey Elf (medium) stands, floating here, fighting YOU! (casting) (Gold Aura)
< 665h/599H 592v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: pretty hurt >
You attempt to flee...
PANIC! You couldn't escape!
< 665h/599H 592v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: pretty hurt >
You attempt to flee...
Along the Sprawling Rooftop of the Keep
The rooftop of the keep stretches in all directions, with the crenels of
the battlements visible in the distance. The massive observation tower and
the shack holding the stairway into the keep can also be seen. Stacks of
boulders and ballista bolts lie here and there, ready for quick re-armament
in the even the castle is taken under siege.
Obvious exits: -North -East -South -West
You flee southward!
< 665h/599H 581v/600V Pos: standing >
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Grey Elf (medium) stands, floating here.(Gold Aura)
< 665h/599H 582v/600V Pos: standing >
[Damage: 15 ] Your impressive pierce strikes a Grey Elf hard.
You miss a Grey Elf.
< 665h/599H 583v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: few wounds >
A Grey Elf starts casting a spell.
< 665h/599H 583v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: few wounds >
[Damage: 14 ] Your impressive pierce strikes a Grey Elf hard.
[Damage: 13 ] Your impressive pierce strikes a Grey Elf hard.
[Damage: 14 ] Your impressive pierce strikes a Grey Elf hard.
You attempt to flee...
PANIC! You couldn't escape!
< 665h/599H 583v/600V Pos: standing >
< T: Yzar TP: sta TC:excellent E: A Grey Elf sta EP: nasty wounds >
You attempt to flee...
The Northeastern Corner of the Keep Roof
The northeastern corner affords a grand view of the surrounding country-
side. Caravans in the distance can be seen traveling upon the highways of
the Duchy, and herds of sheep can be seen munching upon lush pastures of
thick grass. Several farms can be seen, their inhabitants hard at work
as they till and plow the soils of their land.
Obvious exits: -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a tall lookout is lying here.
You flee eastward!
< 665h/599H 572v/600V Pos: standing >
Along the Northern Crenelations of the Keep Roof
The northern edge of the roof is stocked with several different war
engines for use if enemies below attack. Several different styles of
catapult are chocked and ready to be wheeled into their firing positions,
and a large ballista is armed with bolts outlined in a fuzzy yellowish
glow, no doubt enchanted both for accuracy and power.
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Grey Elf (medium) stands, floating here. (casting) (Gold Aura)
< 665h/599H 572v/600V Pos: standing >
[Damage: 48 ] A Grey Elf makes a strange sound as you place a royal Bloodstone dagger [superior] in his back.
With a swift tug you wrench the weapon free, ramming it into a Grey Elf's spine!.
[Damage: 26 ] A Grey Elf makes a strange sound as you place a royal Bloodstone dagger [superior] in his back.
[Damage: 50 ] A Grey Elf makes a strange sound as you place a spike-knuckled razor sharp blade in his back.
A Grey Elf is mortally wounded, and will die soon, if not aided.
< 665h/599H 572v/600V Pos: standing >
<A Grey Elf stops chanting abruptly!
< 665h/599H 573v/600V Pos: standing >
<Along the Northern Crenelations of the Keep Roof
Obvious exits: -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a rooftop warden is lying here.
A Grey Elf (medium) is lying here, mortally wounded.(Gold Aura)
< 665h/599H 573v/600V Pos: standing >
<[Damage: 20 ] Your stab cuts a vital artery and causes a Grey Elf to fall before your feet.
A Grey Elf's steel warhammer was completely destroyed by the massive blow!
A Grey Elf's some spiked leather armor bearing the insignia of Tharnadia [poor] was completely destroyed by the massive blow!
A Grey Elf is dead! R.I.P.
You receive your share of experience.
You raise a level!