<worn on head> the diamond crown of Winduin (glowing)
<worn on eyes> a pair of blue-tinted gnomish eyeglasses
<worn in ear> a lightning earring of greater strength
<worn in ear> a dangling chain crucifix of precision (glowing)
<worn on face> a steel soldiers mask
<worn around neck> an emerald pendant of the ice drake (illuminating)
<worn around neck> the medallion of vengence [superior] (glowing)
<worn on body> some spiked leather armor bearing the insignia of Tharnadia [superior] [79%]
<worn about body> a mottled skin of the ettins
<worn as quiver> a pantherhide quiver [superior] (glowing) (illuminating)
<worn about waist> a thick belt of trollhide
<worn on belt buckle>a roc bone longbow
<worn on arms> a pair of silver arm protectors
<worn around wrist> an elven bracelet of precision [superior]
<worn around wrist> a chain-linked raider's bracelet
<worn on hands> some razor-knuckled blood crystal gloves with a strange dark bloodstone
<worn on finger> a red earthstone ring
<worn on finger> a tarnished bronze ring (glowing) [89%]
<primary weapon> a darksteel rapier [superior] with a strange black stone (glowing)
<secondary weapon> a shortsword named 'Narggle's Star' [superior] with a strange black stone
Zone: IceCrag Castle.
Room: Ground Floor Landing in the Barracks Stairwell
</map>
<map>
Zone: IceCrag Castle.
Room: Ground Floor Landing in the Barracks Stairwell
</map>
Ground Floor Landing in the Barracks Stairwell
This is obviously a heavily traveled stairway, judging from the worn,
chipped path down the center. The stairs are stone as are the walls. No
special care was taken in decorating this area, in fact it appears special
care was taken not to decorate it at all. Sconces are placed along the wall
at long intervals, providing enough light to travel without wasting torches.
A large sign hanging on the west wall is the only thing in sight. The
stairwell continues up, and two doors lead south and west. A third portal
leads north but there is no door.
Obvious exits: -North -South -West # -Up
A few coins lie scattered here.
Fresh blood covers everything in the area.
The corpse of a Drow Elf is lying here.
A large plaque is engraved in the northern door.
An engraved directory sign hangs on the wall.
An Orc (medium) -=Denizens of Lloth=- stands in mid-air here.(Red Aura)
Argo (Centaur)(large) stands in mid-air here.
A torch floats near Argo's head. (Illuminating)
Goonda (Centaur)(large) stands in mid-air here, fighting a Duergar.
A torch floats near Goonda's head. (Illuminating)
A Duergar (large) -=Denizens of Lloth=- sits in mid-air here, fighting Goonda.(Holy)(Red Aura)
An off-duty patrol guard wanders the barracks.(Red Aura)
Oops, trying to juggle too many loose coins, you drop a few.
A Minotaur enters from the north.
< 189h/387H 96v/116V Pos: standing >
[Damage: 57 ] A Duergar makes a strange sound as you place a darksteel rapier [superior] with a strange black stone in his back.
A Minotaur suddenly attacks YOU!
A Minotaur misses you.
< 189h/387H 96v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: few wounds >
Goonda misses a Duergar.
Goonda's impressive crush wounds a Duergar.
Goonda's impressive crush wounds a Duergar.
Argo starts casting a spell.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
An off-duty patrol guard gets a small pile of coins.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
Argo stops chanting abruptly!
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
An Orc tries to sing a quick verse, but they cannot seem to recall the lines.
An Orc coughs loudly.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Duergar blocks your futile lunge at him.
[Damage: 12 ] Your impressive slash strikes a Duergar.
[Damage: 19 ] Your impressive slash strikes a Duergar.
[Damage: 16 ] Your slash strikes a Duergar.
You miss a Duergar.
[Damage: 12 ] Your slash strikes a Duergar.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
A Minotaur misses you.
You dodge a Minotaur's vicious attack.
You dodge a Minotaur's vicious attack.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
Goonda blocks a Duergar's lunge at him.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
Argo starts casting a spell.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
A Minotaur returns to normal as his rage abates.
Goonda's impressive crush wounds a Duergar.
Goonda's titan warhammer, 'Purelight' explodes in white light as it slams into a Duergar.
A beam of pure wrath is called down on a Duergar by Goonda!
Goonda misses a Duergar.
Goonda's crush wounds a Duergar.
< 189h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
You dodge a Minotaur's vicious attack.
You parry a Minotaur's lunge at you.
A Minotaur's impressive bludgeon strikes you.
< 180h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: nasty wounds >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 18 ] Your impressive slash strikes a Duergar.
[Damage: 17 ] Your slash strikes a Duergar.
A Duergar blocks your futile lunge at him.
A Duergar blocks your futile lunge at him.
A Duergar blocks your futile lunge at him.
[Damage: 18 ] Your slash strikes a Duergar hard.
Your darksteel rapier [superior] with a strange black stone murmurs some strange incantations...
[Damage: 50 ] Your concussion blast rips into a Duergar, shattering his soul!
< 180h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: pretty hurt >
A Duergar clambers to his feet.
< 180h/387H 97v/116V Pos: standing >
< T: Goonda TP: sta TC:few scratches E: A Duergar sta EP: pretty hurt >
Argo completes his spell...
Argo utters the word 'qlqraiz'
The gale force of Argo's spell sends a Duergar flying through the room!
A Duergar is stunned!
Argo's cyclone tears at a Duergar, pounding and rending flesh!
A Duergar attempts to flee.
A Duergar leaves north.
An Orc leaves north.
< 180h/387H 97v/116V Pos: standing >
Trip who?
< 180h/387H 97v/116V Pos: standing >
A Minotaur fills with a SURGE of BLoOdLuST! ROARRRRRRRR!!!
< 180h/387H 97v/116V Pos: standing >
An off-duty patrol guard leaves south.
A Duergar enters from the north.
An Orc enters from the north.
< 180h/387H 97v/116V Pos: standing >
A Duergar leaves south.
An Orc leaves south.
Trip who?
< 180h/387H 97v/116V Pos: standing >
Trip who?
< 180h/387H 97v/116V Pos: standing >
You dodge a Minotaur's vicious attack.
You dodge a Minotaur's vicious attack.
A Minotaur's impressive bludgeon strikes you.
Trip who?
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Goonda trots south.
Argo trots south.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
You dodge a Minotaur's vicious attack.
You dodge a Minotaur's vicious attack.
You parry a Minotaur's lunge at you.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Minotaur parries your futile lunge at him.
[Damage: 11 ] Your impressive slash wounds a Minotaur.
A Minotaur dodges your futile attack.
[Damage: 11 ] Your slash wounds a Minotaur.
A Minotaur parries your futile lunge at him.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
You dodge a Minotaur's vicious attack.
You parry a Minotaur's lunge at you.
You dodge a Minotaur's vicious attack.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Goonda trots in from the south.
Argo trots in from the south.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Goonda trots north.
Argo trots north.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Goonda trots in from the north.
Argo trots in from the north.
< 171h/387H 97v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
You attempt to flee...
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
The West Hall
A twelve foot tapestry depicting a battle covers the northern wall,
but the conflict displayed is not human. High in an icy pass, atop a
small ledge, two adult white dragons begin their courtship ritual.
Legend has it, the male must subdue the female by slapping his wings
against her in an effort to force her cooperation. She is quite resistant,
and has gotten hold of his neck. Hot blood drips down his back, and freezes
on the snow below. In the end the male will triumph, and the wound is on
ly superficial. The resistance is only to convince the male that she
will bear strong young. He is so confident, he has built his ice cave
for the eggs already, the entrance is just below the ledge. The hall
runs east and west, while a door leads north.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
A small pile of coins lies here.
An off-duty patrol guard wanders the barracks.(Red Aura)
Oops, trying to juggle too many loose coins, you drop a few.
Goonda trots in from the north.
Argo trots in from the north.
You flee southward!
< 171h/387H 85v/116V Pos: standing >
An off-duty patrol guard gets a small pile of coins.
An off-duty patrol guard leaves north.
< 171h/387H 85v/116V Pos: standing >
You quickly scan the area.
An off-duty patrol guard who is close by to your north.
A Minotaur who is close by to your north.
A sentinel private who is close by to your east.
A sentinel private who is close by to your east.
< 171h/387H 87v/116V Pos: standing >
Goonda trots north.
Argo trots north.
A Minotaur enters from the north.
< 171h/387H 87v/116V Pos: standing >
A Minotaur suddenly attacks YOU!
A Minotaur's impressive bludgeon strikes you.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
Goonda trots in from the north.
Argo trots in from the north.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: few scratches >
A Minotaur is knocked to the ground by Goonda's skillful bash!
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few scratches >
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few scratches >
A Minotaur misses you.
You dodge a Minotaur's vicious attack.
A Minotaur misses you.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few scratches >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 16 ] Your impressive slash wounds a Minotaur.
[Damage: 16 ] Your impressive slash wounds a Minotaur.
[Damage: 14 ] Your impressive slash wounds a Minotaur.
[Damage: 14 ] Your impressive slash wounds a Minotaur.
[Damage: 15 ] Your impressive slash wounds a Minotaur.
A Minotaur's glowing crystalline earring was damaged from the massive blow!
[Damage: 19 ] Your impressive slash wounds a Minotaur.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: small wounds >
Argo starts casting a spell.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: small wounds >
Goonda's impressive crush wounds a Minotaur.
Goonda's impressive crush wounds a Minotaur.
Goonda's crush grazes a Minotaur.
< 163h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: small wounds >
A Minotaur's powerful bludgeon strikes you hard.
You parry a Minotaur's lunge at you.
A Minotaur misses you.
< 147h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: small wounds >
Argo completes his spell...
Argo utters the word 'qlqraiz'
Argo's cyclone tears at a Minotaur, pounding and rending flesh!
< 147h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 15 ] Your impressive slash wounds a Minotaur.
[Damage: 16 ] Your impressive slash wounds a Minotaur.
[Damage: 15 ] Your slash wounds a Minotaur.
[Damage: 16 ] Your impressive slash wounds a Minotaur.
[Damage: 17 ] Your impressive slash strikes a Minotaur.
[Damage: 14 ] Your impressive slash wounds a Minotaur.
< 147h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
A Minotaur returns to normal as his rage abates.
You parry a Minotaur's lunge at you.
A Minotaur's crush strikes you.
You play with a Minotaur before lunging into an offensive routine!
[Damage: 14 ] Your impressive slash wounds a Minotaur.
[Damage: 18 ] Your impressive slash strikes a Minotaur.
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
Argo starts casting an offensive spell.
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
You reach for the ground, quickly tossing a clump of dirt at a Minotaur's face!
A Minotaur seems to be blinded!
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
Goonda's fine crush wounds a Minotaur.
Goonda's crush wounds a Minotaur.
Goonda's crush wounds a Minotaur.
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: few wounds >
Argo completes his spell...
Argo utters the word 'qlqraiz'
Argo's cyclone tears at a Minotaur, pounding and rending flesh!
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: nasty wounds >
Your improved dexterity grants you an additional attack!
[Damage: 15 ] Your slash strikes a Minotaur.
[Damage: 16 ] Your slash strikes a Minotaur.
[Damage: 12 ] Your impressive slash strikes a Minotaur.
[Damage: 16 ] Your slash strikes a Minotaur.
[Damage: 15 ] Your slash strikes a Minotaur.
A Minotaur's jeweled stone ring [poor] was damaged from the massive blow!
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sit EP: nasty wounds >
A Minotaur clambers to his feet.
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: nasty wounds >
Argo starts casting a spell.
< 137h/387H 88v/116V Pos: standing >
< T: Rev TP: sta TC: nasty wounds E: A Minotaur sta EP: nasty wounds >
A Minotaur attempts to flee.
A Minotaur leaves west.
< 137h/387H 88v/116V Pos: standing >
You faintly hear A Minotaur say the words 'vitiop'.
< 137h/387H 88v/116V Pos: standing >
Argo stops chanting abruptly!
< 137h/387H 88v/116V Pos: standing >
< 137h/387H 88v/116V Pos: standing >
Goonda trots west.
< 137h/387H 88v/116V Pos: standing >
Slay whom?
< 137h/387H 88v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
The West Hall
Most of the images here are of a terrible battle at the edge of the world.
Nothing but vast wastelands of ice and snow are depicted, covered in bodies
both dead and alive, and a few in between. A small blue figure stands in the
center of it all, apparently grappling with a sorceror judging from the
flaring lights and shrouds of flame surrounding him. The numerically superior
forces of one side, dressed in blue, seem to be gaining the edge over the
others but victory is not yet at hand. Up above the main battlefield, a few
of the white forces stand together in a circle, weaving runes and casting a
powerful spell if the size of the black monster above them is any indication.
The hall runs east and west.
Obvious exits: -East -West
Oops, trying to juggle too many loose coins, you drop a few.
< 137h/387H 87v/116V Pos: standing >
Goonda trots in from the west.
Slay whom?
< 137h/387H 87v/116V Pos: standing >
Goonda trots east.
< 137h/387H 87v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Western End of the West Hall
</map>
The Western End of the West Hall
This hall is like the east hall, in that it shows the visual history of the
castle and its army. Most of the images in this section are of a terrible
battle at the edge of the world. This scene takes place in an icy vale
between two great mountain peaks. Huge white winged dragons swoop down from
the mountain tops bearing fearless highlanders into bloody battle.
Empty suits of armor, placed on a standing rack elegantly serve as torch
holders, and give a sense of majesty to the hall. The empty suits hold a
torch in one hand, and a flag staff in the other. The ceiling is very high
here, and banners hang down, leaving little room to swing a sword. The hall
runs east and an iron door leads west while a wooden door leads north.
Obvious exits: -North -East -West #
Oops, trying to juggle too many loose coins, you drop a few.
< 137h/387H 88v/116V Pos: standing >
Slay whom?
< 137h/387H 89v/116V Pos: standing >
Into what?
< 137h/387H 96v/116V Pos: standing >
Ok.
You put 191 platinum, 18 gold, 3 silver, and 3 copper coins into a bottomless bag of the shield dwarves.
< 138h/387H 99v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
The West Hall
Most of the images here are of a terrible battle at the edge of the world.
Nothing but vast wastelands of ice and snow are depicted, covered in bodies
both dead and alive, and a few in between. A small blue figure stands in the
center of it all, apparently grappling with a sorceror judging from the
flaring lights and shrouds of flame surrounding him. The numerically superior
forces of one side, dressed in blue, seem to be gaining the edge over the
others but victory is not yet at hand. Up above the main battlefield, a few
of the white forces stand together in a circle, weaving runes and casting a
powerful spell if the size of the black monster above them is any indication.
The hall runs east and west.
Obvious exits: -East -West
A few coins lie scattered here.
< 138h/387H 100v/116V Pos: standing >
< 138h/387H 100v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
The West Hall
A twelve foot tapestry depicting a battle covers the northern wall,
but the conflict displayed is not human. High in an icy pass, atop a
small ledge, two adult white dragons begin their courtship ritual.
Legend has it, the male must subdue the female by slapping his wings
against her in an effort to force her cooperation. She is quite resistant,
and has gotten hold of his neck. Hot blood drips down his back, and freezes
on the snow below. In the end the male will triumph, and the wound is on
ly superficial. The resistance is only to convince the male that she
will bear strong young. He is so confident, he has built his ice cave
for the eggs already, the entrance is just below the ledge. The hall
runs east and west, while a door leads north.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
< 138h/387H 101v/116V Pos: standing >
You quickly scan the area.
An off-duty patrol guard who is close by to your north.
A sentinel private who is close by to your east.
A sentinel private who is close by to your east.
< 138h/387H 101v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: A Corner In the West Hall
</map>
<map>
Zone: IceCrag Castle.
Room: A Corner In the West Hall
</map>
A Corner In the West Hall
The east/west and north/south sections of the west hall meet here. The
lavish wall decorations cease here, and the walls remain empty. The floor
here is flat and smooth, cut from large pieces of stone that must have been
mined locally as there is no way they could have been carried very far. The
ambient light is pleasantly bright and if the surrounding imaes weren't so
violent, it might almost seem cheery. Empty suits of armor, placed on a
standing rack elegantly serve as torch holders, and give a sense of majesty to
the hall. The empty suits hold a torch in one hand, and a flag staff in the
other. The ceiling is very high here, and banners hang down, leaving little
room to swing a sword. The hall runs south and west, while an iron door leads
north.
Obvious exits: -North# -South -West
Fresh blood covers everything in the area.
A sentinel private in the Guard's Walk Patrol stands his post.(Red Aura)
A sentinel private in the Guard's Walk Patrol stands his post.(Red Aura)
< 138h/387H 103v/116V Pos: standing >
You quickly scan the area.
A drunken merchant who is close by to your south.
A member of the cleaning crew who is close by to your south.
A servant who is not far off to your south.
< 138h/387H 104v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
The West Hall
The decorations become more sparse here, as the corner of the hall
approaches. Images turn to abstracts ranging in subject from the castle
itself, to places so fantastic they must lie on another plane. Great halls of
flame and rage, deep chasms that delve far into the belly of the planet, and
mountaintops so high the clouds rest at the mid section. As the corner of the
hall approaches, the air starts to move even faster towards the large vent in
the ceiling. The clouds of torch smoke change from a thick, slow mass, to a
fast moving river of black. The hall runs north and south.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)
< 139h/387H 104v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
<map>
Zone: IceCrag Castle.
Room: The West Hall
</map>
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.
(Q)A meekly dressed servant of the castle lowers her head in your presence.
< 139h/387H 104v/116V Pos: standing >
You quickly scan the area.
A drunken merchant who is close by to your north.
A member of the cleaning crew who is close by to your north.
A sentinel private who is not far off to your north.
A sentinel private who is not far off to your north.
A servant who is not far off to your east.
A member of the Court Patrol who is close by to your west.
The archivist's understudy who is not far off to your west.
A member of the Court Patrol who is a brief walk away to your west.
The archivist's understudy who is a brief walk away to your west.
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Northwestern Corner of the Grand Foyer
</map>
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
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Northern End of the Grand Foyer
</map>
<map>
Zone: IceCrag Castle.
Room: The Northern End of the Grand Foyer
</map>
The Northern End of the Grand Foyer
The breathtaking mural against the north wall continues here. A hidden
gazebo, sleeping among the thrush and leaves, lies here overgrown with ivy and
lichens. A small area surrounding the gazebo has been cleared, but just
enough to allow entrance and egress. The vines wind in and out of the lattice
work, showing how long the gazebo has stood there. The thatch roof is
starting to fray, but the ice sheath that encases everything has ceased the
erosion. To the east and the west the foyer continues, and to the south a
large fountain dominates the foyer.
Obvious exits: -East -South -West
(Q)A meekly dressed servant of the castle lowers her head in your presence.
< 139h/387H 105v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your south.
A member of the cleaning crew who is not far off to your south.
A sentry who is rather far off to your south.
A servant who is not far off to your west.
A member of the Court Patrol who is a brief walk away to your west.
The archivist's understudy who is rather far off to your west.
A member of the Court Patrol who is in the distance to your west.
The archivist's understudy who is in the distance to your west.
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Center of the Grand Foyer
</map>
<map>
Zone: IceCrag Castle.
Room: The Center of the Grand Foyer
</map>
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.
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Southern End of the Grand Foyer
</map>
<map>
Zone: IceCrag Castle.
Room: The Southern End of the Grand Foyer
</map>
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
The corpse of a private in the Guard's Walk Patrol is lying here.
The corpse of the Calimshan bounty hunter is lying here.
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: Before the Doors of Ice Crag Castle
</map>
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
Fresh blood covers everything in the area.
The corpse of the coyote is lying here.
The corpse of the snowfox is lying here.
An engraved plaque is embedded in the doors.
< 139h/387H 105v/116V Pos: standing >
< 139h/387H 105v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: An Arch of Solid Ice Crossing a Strange Moat
</map>
<map>
Zone: IceCrag Castle.
Room: An Arch of Solid Ice Crossing a Strange Moat
</map>
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 few drops of fresh blood are scattered around the area.
An exhausted sentry reluctantly follows the Sergeant.(Red Aura)
< 139h/387H 108v/116V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is not far off to your north.
A servant who is rather far off to your north.
< 140h/387H 108v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: Approaching the Castle
</map>
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
Puddles of fresh blood cover the ground.
< 140h/387H 108v/116V Pos: standing >
You quickly scan the area.
A sentry who is close by to your north.
A member of the cleaning crew who is a brief walk away to your north.
A member of the cleaning crew who is rather far off to your north.
A servant who is in the distance to your north.
Argo who is a brief walk away to your south.
Goonda who is a brief walk away to your south.
A Minotaur who is a brief walk away to your south.
An Orc who is a brief walk away to your south.
A Duergar who is a brief walk away to your south.
< 140h/387H 108v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: An Immaculate Road Carved Through the Ice
</map>
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
A few drops of fresh blood are scattered around the area.
< 140h/387H 109v/116V Pos: standing >
< 140h/387H 110v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: An Immaculate Road Carved Through the Ice
</map>
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
Fresh blood covers everything in the area.
< 140h/387H 110v/116V Pos: standing >
An Immaculate Road Carved Through the Ice
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 140h/387H 110v/116V Pos: standing >
<map>
Zone: IceCrag Castle.
Room: The Edge of Ice Crag Cliffs
</map>
<map>
Zone: IceCrag Castle.
Room: The Edge of Ice Crag Cliffs
</map>
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
Argo (Centaur)(large) stands in mid-air here. (Casting)
A torch floats near Argo's head. (Illuminating)
Goonda (Centaur)(large) stands in mid-air here, fighting a Duergar.
A torch floats near Goonda's head. (Illuminating)
A Minotaur (large) -=Denizens of Lloth=- stands in mid-air here.(Red Aura)
An Orc (medium) -=Denizens of Lloth=- stands in mid-air here.(Red Aura)
A Duergar (large) -=Denizens of Lloth=- sits in mid-air here, fighting Goonda.(Holy)(Red Aura)
< 140h/387H 111v/116V Pos: standing >
The Edge of Ice Crag Cliffs
Obvious exits: -North -Down
Argo (Centaur)(large) stands in mid-air here. (Casting)
A torch floats near Argo's head. (Illuminating)
Goonda (Centaur)(large) stands in mid-air here, fighting a Duergar.
A torch floats near Goonda's head. (Illuminating)
A Minotaur (large) -=Denizens of Lloth=- stands in mid-air here.(Red Aura)
An Orc (medium) -=Denizens of Lloth=- stands in mid-air here.(Red Aura)
A Duergar (large) -=Denizens of Lloth=- sits in mid-air here, fighting Goonda.(Holy)(Red Aura)
A Minotaur leaves down.
< 140h/387H 111v/116V Pos: standing >
Argo completes his spell...
Argo utters the word 'qlqraiz'
Argo's cyclone tears at a Duergar, pounding and rending flesh!
< 140h/387H 113v/116V Pos: standing >
A Duergar is already on the ground!
But hey you try anyways and you fall on yer ass!
< 141h/387H 114v/116V Pos: sitting >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: awful >
Argo starts casting an offensive spell.
< 141h/387H 115v/116V Pos: sitting >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: awful >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You miss a Duergar.
You score a CRITICAL HIT!!!!!
[Damage: 26 ] Your powerful slash seriously wounds a Duergar.
You miss a Duergar.
[Damage: 14 ] Your impressive slash strikes a Duergar very hard.
[Damage: 14 ] Your slash seriously wounds a Duergar.
Goonda blocks a Duergar's lunge at him.
< 141h/387H 115v/116V Pos: sitting >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: awful >
Goonda's crush seriously wounds a Duergar.
Goonda's crush enshrouds a Duergar in a mist of blood.
Goonda's impressive crush enshrouds a Duergar in a mist of blood.
< 141h/387H 115v/116V Pos: sitting >
< T: Goonda TP: sta TC:few scratches E: A Duergar sit EP: awful >
Argo completes his spell...
Argo utters the word 'qlqraiz'
Argo's cyclone tears at a Duergar, pounding and rending flesh!
A Duergar's crown of dragons was completely destroyed by the massive blow!
A Duergar's some stylish hide vambraces was completely destroyed by the massive blow!
A Duergar's shadow mask was completely destroyed by the massive blow!
A Duergar's coconut belt was completely destroyed by the massive blow!
A Duergar is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!