The death of [35 Spiritualist] Gruu The Empire (Troll)

in A Small Tool Shed

from the perspective of [35 Spiritualist] Gruu The Empire (Troll)

<worn as a badge>    a symbol of Malch'hor Ganl [superior]
<worn on eyes>       a clear crystal eyepatch [superior]
<worn in ear>        a flaming steel earring
<worn in ear>        a goblin earring [poor] (glowing)
<worn around neck>   a stylish ruby medallion
<worn on body>       a magical sapphire ringmail
<worn around wrist>  a silver hoop [superior]
<worn on hands>      some twisted diamond gloves
<worn on finger>     a red earthstone ring
<held>               a marbled quartz totem
<worn on legs>       an oversized pair of black pants

You are not using it.

< 532h/532H 136v/136V Pos: standing >
Ok.
You put 10 platinum, 0 gold, 0 silver, and 0 copper coins into a chothe hide backpack [superior].

< 532h/532H 136v/136V Pos: standing >
You do not have that many gold coins!

< 532h/532H 136v/136V Pos: standing >
You do not have that many silver coins!

< 532h/532H 136v/136V Pos: standing >
You do not have that many copper coins!

< 532h/532H 136v/136V Pos: standing >
You are not using it.

< 532h/532H 136v/136V Pos: standing >
You do not have that many platinum coins!

< 532h/532H 136v/136V Pos: standing >
You do not have that many gold coins!

< 532h/532H 136v/136V Pos: standing >
You do not have that many silver coins!

< 532h/532H 136v/136V Pos: standing >
You do not have that many copper coins!

< 532h/532H 136v/136V Pos: standing >
You sit down and relax.

< 532h/532H 136v/136V Pos: sitting >
You have memorized the following spells:
( 7th circle)  1 - greater soul disturbance
               1 - elephantstrength
( 6th circle)  5 - greater mending
               1 - earthen grasp
( 5th circle)  6 - molten spray
( 4th circle)  1 - summon beast
               1 - hawkvision
               5 - scorching touch
( 3rd circle)  5 - scalding blast
               1 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  9 - flameburst
( 1st circle)  9 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
   14 seconds:  ( 7th) greater soul disturbance
   29 seconds:  ( 7th) greater soul disturbance

You can memorize no more spells.
You continue your study.

< 532h/532H 136v/136V Pos: sitting >
You start meditating...

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.
You snap out of your meditative trance, memorization complete.

< 532h/532H 136v/136V Pos: sitting >
You clamber to your feet.

< 532h/532H 136v/136V Pos: standing >
Hint: Want to see who has the world's artifacts? Try the "artifact" command!  Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.

< 532h/532H 136v/136V Pos: standing >

< 532h/532H 136v/136V Pos: standing >
Autosaving...

< 532h/532H 136v/136V Pos: standing >
The West Hall
Obvious exits: -North -East -West
A suit of blue and white banded mail stands against the wall.
The corpse of a private in the Guard's Walk Patrol is lying here.

< 532h/532H 136v/136V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

< 532h/532H 136v/136V Pos: standing >

< 532h/532H 136v/136V Pos: standing >
The West Hall
Obvious exits: -North -East -West
A suit of blue and white banded mail stands against the wall.
The corpse of a private in the Guard's Walk Patrol is lying here.

< 532h/532H 136v/136V Pos: standing >
The West Hall
Obvious exits: -North -East -West
A suit of blue and white banded mail stands against the wall.
The corpse of a private in the Guard's Walk Patrol is lying here.

< 532h/532H 136v/136V Pos: standing >
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

< 532h/532H 135v/136V Pos: standing >

< 532h/532H 135v/136V Pos: standing >
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#

< 532h/532H 134v/136V Pos: standing >
It seems to be locked.

< 532h/532H 135v/136V Pos: standing >
The iron seems to be closed.

< 532h/532H 135v/136V Pos: standing >
You charge the door, fully intent on getting it open, FOR GOOD!
You did it!  The door budges under your weight, and you charge into a new place!
Northern Guard's Walk, West Wall
   Large openings, covered by steel hatches, run the length of the outer wall 
in this section of the guard's walk.  This is the western wall of the castle, 
and faces the most threat, next to the front wall, from assault.  Most of the 
hatches are closed but a few are open to allow for air flow.  Along the base 
of the outer wall, jugs are lined as far as the eye can see.  The corridor is 
wide, but has a low ceiling which gives it a cramped feeling.  Numerous torch 
sconces light the way through the hall and leave not one shadow to lurk in.  
There is a path in the center of the hall worn dull by so many feet walking it 
over and over.  The walls are flat stone as is the ceiling, and both are 
remarkably unremarkable.  The hall continues north and south, while an iron 
door leads east.
Obvious exits: -North -East# -South
A private in the Guard's Walk Patrol marches back and forth.
[Damage:  1 ] 
< 531h/532H 136v/136V Pos: standing >
You start chanting...

< 532h/532H 136v/136V Pos: standing >
A private in the Guard's Walk Patrol leaves north.

< 532h/532H 136v/136V Pos: standing >
You abort your spell before it's done!

< 532h/532H 136v/136V Pos: standing >
Northern Guard's Walk, West Wall
   Large openings, covered by steel hatches, run the length of the outer wall 
in this section of the guard's walk.  This is the western wall of the castle, 
and faces the most threat, next to the front wall, from assault.  Most of the 
hatches are closed but a few are open to allow for air flow.  Along the base 
of the outer wall, jugs are lined as far as the eye can see.  The corridor is 
wide, but has a low ceiling which gives it a cramped feeling.  Numerous torch 
sconces light the way through the hall and leave not one shadow to lurk in.  
There is a path in the center of the hall worn dull by so many feet walking it 
over and over.  The walls are flat stone as is the ceiling, and both are 
remarkably unremarkable.  The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.

< 532h/532H 135v/136V Pos: standing >
You start chanting...
You dodge a bash from a private in the Guard's Walk Patrol, who loses his balance and falls.

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP: excellent >
 A private in the Guard's Walk Patrol misses you.

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP: excellent >
 Casting: greater soul disturbance 

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP: excellent >
 You complete your spell...
You point at a private in the Guard's Walk Patrol.
[Damage: 301 ] A private in the Guard's Walk Patrol's entire body spasms uncontrollably as his soul is wracked with unbearable pain.

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP:  awful >
 You start chanting...

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP:  awful >
 A private in the Guard's Walk Patrol misses you.

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP:  awful >
 Casting: greater soul disturbance *

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP:  awful >
 Casting: greater soul disturbance 

< 532h/532H 135v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: private ass EP:  awful >
 You complete your spell...
You point at a private in the Guard's Walk Patrol.
[Damage: 270 ] With a gasp, a private in the Guard's Walk Patrol realizes his soul will disturb him no more.
A private in the Guard's Walk Patrol is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a private in the Guard's Walk Patrol cause a sickening chill to run up your spine.

< 532h/532H 135v/136V Pos: standing >
You sit down and relax.

< 532h/532H 135v/136V Pos: sitting >
You have memorized the following spells:
( 7th circle)  1 - greater soul disturbance
               1 - elephantstrength
( 6th circle)  5 - greater mending
               1 - earthen grasp
( 5th circle)  6 - molten spray
( 4th circle)  1 - summon beast
               1 - hawkvision
               5 - scorching touch
( 3rd circle)  5 - scalding blast
               1 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  9 - flameburst
( 1st circle)  9 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
   14 seconds:  ( 7th) greater soul disturbance
   29 seconds:  ( 7th) greater soul disturbance

You can memorize no more spells.
You continue your study.

< 532h/532H 135v/136V Pos: sitting >
You start meditating...

< 532h/532H 135v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.
You snap out of your meditative trance, memorization complete.

< 532h/532H 136v/136V Pos: sitting >
You clamber to your feet.

< 532h/532H 136v/136V Pos: standing >
Northern Guard's Walk, West Wall
Obvious exits: -North -South
Fresh blood covers everything in the area.
The corpse of a private in the Guard's Walk Patrol is lying here.

< 532h/532H 136v/136V Pos: standing >
You quickly scan the area.
You see nothing.

< 532h/532H 136v/136V Pos: standing >
Northern Guard's Walk, West Wall
   Large openings, covered by steel hatches, run the length of the outer wall 
in this section of the guard's walk.  This is the western wall of the castle, 
and faces the most threat, next to the front wall, from assault.  Most of the 
hatches are closed but a few are open to allow for air flow.  Along the base 
of the outer wall, jugs are lined as far as the eye can see.  The corridor is 
wide, but has a low ceiling which gives it a cramped feeling.  Numerous torch 
sconces light the way through the hall and leave not one shadow to lurk in.  
There is a path in the center of the hall worn dull by so many feet walking it 
over and over.  The walls are flat stone as is the ceiling, and both are 
remarkably unremarkable.  The hall continues south and to the north is an iron 
door.
Obvious exits: -North# -South

< 532h/532H 135v/136V Pos: standing >
Ok.

< 532h/532H 135v/136V Pos: standing >
A Corner in the Guards Walk
   This room is strategically very important.  There are stairs leading up and 
down here to the other floors of the castle.  Controlling the corners of the 
castle was obviously very important to the castle designer considering the 
thickness of the iron doors that lead to the perimeter halls.  There are arrow 
slits cut into the stone in both exterior walls, which are currently covered 
by sliding iron doors.  A bench sits against the wall next to a water barrel.  
Doors lead to the south and to the east.
Obvious exits: -East# -South -Up
A lieutenant in the Guard's Walk Patrol is here protecting the stairway.
A lieutenant in the Guard's Walk Patrol is here protecting the stairway.

< 532h/532H 134v/136V Pos: standing >
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type "trophy" to look at which areas you have spent time in, and how much you can still stand to learn from them.
Are you mad!?

< 532h/532H 136v/136V Pos: standing >
You start chanting...

< 532h/532H 136v/136V Pos: standing >
Casting: greater soul disturbance 

< 532h/532H 136v/136V Pos: standing >
You complete your spell...
You point at a lieutenant.
[Damage: 285 ] A lieutenant's entire body spasms uncontrollably as his soul is wracked with unbearable pain.
A lieutenant's crude punch wounds you.
A lieutenant's feeble punch grazes you.
You block a lieutenant's feeble kick with your arm.

< 522h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 You start chanting...

< 525h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 Casting: greater soul disturbance **

< 528h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 A lieutenant assists a lieutenant heroically.
A lieutenant suddenly attacks YOU!
A lieutenant's punch grazes you.
A lieutenant misses you.
A lieutenant's feeble punch grazes you.

< 525h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 Casting: greater soul disturbance *

< 526h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 Casting: greater soul disturbance 

< 528h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 You complete your spell...
You point at a lieutenant.
[Damage: 256 ] A lieutenant's entire body spasms uncontrollably as his soul is wracked with unbearable pain.

< 528h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 A lieutenant dodges your futile attack.

< 532h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: lieutenant sta EP: pretty hurt >
 A lieutenant's feeble punch grazes you.
You start chanting...

< 530h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 A lieutenant's weak punch grazes you.
A lieutenant's weak punch grazes you.

< 522h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 Casting: greater soul disturbance **

< 524h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 Casting: greater soul disturbance *

< 526h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 Casting: greater soul disturbance 

< 528h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
 You complete your spell...
You point at a lieutenant.
[Damage: 262 ] With a gasp, a lieutenant realizes his soul will disturb him no more.
A lieutenant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A lieutenant's death cry reverberates in your head as he falls to the ground.

< 528h/532H 136v/136V Pos: standing >
A lieutenant's punch wounds you.
A lieutenant's feeble punch grazes you.
A lieutenant's kick hits you in your side.

< 514h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 A lieutenant dodges your futile attack.

< 517h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 You don't have that spell memorized.

< 519h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 You stop using a marbled quartz totem.

< 521h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 You hold a squat obsidian totem.

< 521h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 You start chanting...

< 522h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 A lieutenant's punch grazes you.
A lieutenant's punch grazes you.

< 513h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 Casting: molten spray **

< 515h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 Casting: molten spray *

< 517h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 Casting: molten spray 

< 519h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP: excellent >
 You complete your spell...
You point at a lieutenant.
[Damage: 227 ] Your blast of molten spray slams into a lieutenant, burning holes into his flesh.

< 520h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 A lieutenant's weak punch grazes you.
A lieutenant misses you.

< 518h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 You start chanting...

< 519h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 Casting: molten spray 

< 521h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  few wounds >
 You complete your spell...
You point at a lieutenant.
[Damage: 193 ] Your blast of molten spray slams into a lieutenant, burning holes into his flesh.

< 522h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  nasty wounds >
 A lieutenant dodges your futile attack.

< 524h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  nasty wounds >
 A lieutenant's crude punch wounds you.
A lieutenant's weak punch grazes you.

< 515h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  nasty wounds >
 You start chanting...

< 515h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  nasty wounds >
 Casting: molten spray 

< 518h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  nasty wounds >
 You complete your spell...
You point at a lieutenant.
[Damage: 219 ] Your blast of molten spray slams into a lieutenant, burning holes into his flesh.

< 519h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  awful >
 A lieutenant misses you.
A lieutenant misses you.
You start chanting...
You call upon the powers of the spirit realm, channeling your power...

< 522h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  awful >
 Casting: molten spray *

< 525h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  awful >
 Casting: molten spray 

< 527h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: lieutenant sta EP:  awful >
 You complete your spell...
You point at a lieutenant.
[Damage: 216 ] Your molten spray melts what remains of a lieutenant into a puddle of liquid flesh.
A lieutenant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a lieutenant.

< 527h/532H 136v/136V Pos: standing >
You get a pair of blue and white gauntlets [poor] from the corpse of a lieutenant.
You get a suit of blue and white plate [poor] from the corpse of a lieutenant.
You get a few coins from the corpse of a lieutenant.
There were: 2 platinum coins, 17 gold coins. 

< 532h/532H 136v/136V Pos: standing >
Pardon?

< 532h/532H 136v/136V Pos: standing >
Pardon?

< 532h/532H 136v/136V Pos: standing >
You drop a suit of blue and white plate [poor].

< 532h/532H 136v/136V Pos: standing >
You drop a pair of blue and white gauntlets [poor].

< 532h/532H 136v/136V Pos: standing >
You sit down and relax.

< 532h/532H 136v/136V Pos: sitting >
You have memorized the following spells:
( 7th circle)  1 - elephantstrength
( 6th circle)  5 - greater mending
               1 - earthen grasp
( 5th circle)  2 - molten spray
( 4th circle)  1 - summon beast
               1 - hawkvision
               5 - scorching touch
( 3rd circle)  5 - scalding blast
               1 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  9 - flameburst
( 1st circle)  9 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
   14 seconds:  ( 7th) greater soul disturbance
   29 seconds:  ( 7th) greater soul disturbance
   44 seconds:  ( 7th) greater soul disturbance
   56 seconds:  ( 5th) molten spray
   69 seconds:  ( 5th) molten spray
   81 seconds:  ( 5th) molten spray
   94 seconds:  ( 5th) molten spray

You can memorize no more spells.
You continue your study.

< 532h/532H 136v/136V Pos: sitting >
You start meditating...

< 532h/532H 136v/136V Pos: sitting >
You stop meditating.
You purge 'elephantstrength' from your thoughts.

< 532h/532H 136v/136V Pos: sitting >
You are memorizing greater soul disturbance, which will take about 14 seconds.

< 532h/532H 136v/136V Pos: sitting >
You start meditating...

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.

< 532h/532H 136v/136V Pos: sitting >
Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing molten spray.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing molten spray.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing molten spray.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing molten spray.

< 532h/532H 136v/136V Pos: sitting >
You have finished memorizing greater soul disturbance.
You snap out of your meditative trance, memorization complete.

< 532h/532H 136v/136V Pos: sitting >
You clamber to your feet.

< 532h/532H 136v/136V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 532h/532H 136v/136V Pos: standing >
A Corner in the Guards Walk
Obvious exits: -East# -South -Up
A pair of blue and white gauntlets is here.
A suit of blue and white plate has fallen here.
[2] The corpse of a lieutenant is lying here.

< 532h/532H 136v/136V Pos: standing >
A Corner in the Guards Walk
Obvious exits: -East# -South -Up
A pair of blue and white gauntlets is here.
A suit of blue and white plate has fallen here.
[2] The corpse of a lieutenant is lying here.

< 532h/532H 136v/136V Pos: standing >
Ok.

< 532h/532H 136v/136V Pos: standing >
Western Guard's Walk, North Wall
   There is no view to the outside here, the slots present in the other 
sections of the guard's walk are absent here.  Perhaps the castle designer 
felt it unlikely that an attack would come from the north.  More of the same 
sconces found throughout the whole castle line the inside wall, pouring black 
smoke into the corridor.  Much like the eastern section of the northern 
guard's walk, this area of the hall is especially worn down in the center.    
Buckets full of dried wall paste line the base of the inner wall, with drop 
cloths covering the floor below them.  Freshly grouted sections in between 
older areas further indicate a restoration process is in progress.  It 
continues to the east and an iron door lies to the west.
Obvious exits: -East -West

< 532h/532H 135v/136V Pos: standing >
Western Guard's Walk, North Wall
   There is no view to the outside here, the slots present in the other 
sections of the guard's walk are absent here.  Perhaps the castle designer 
felt it unlikely that an attack would come from the north.  More of the same 
sconces found throughout the whole castle line the inside wall, pouring black 
smoke into the corridor.  Much like the eastern section of the northern 
guard's walk, this area of the hall is especially worn down in the center.    
Buckets full of dried wall paste line the base of the inner wall, with drop 
cloths covering the floor below them.  Freshly grouted sections in between 
older areas further indicate a restoration process is in progress.  It 
continues east and west.
Obvious exits: -East -West

< 532h/532H 134v/136V Pos: standing >
Western Guard's Walk, North Wall
   There is no view to the outside here, the slots present in the other 
sections of the guard's walk are absent here.  Perhaps the castle designer 
felt it unlikely that an attack would come from the north.  More of the same 
sconces found throughout the whole castle line the inside wall, pouring black 
smoke into the corridor.  Much like the eastern section of the northern 
guard's walk, this area of the hall is especially worn down in the center.    
Buckets full of dried wall paste line the base of the inner wall, with drop 
cloths covering the floor below them.  Freshly grouted sections in between 
older areas further indicate a restoration process is in progress.  It 
continues east and west.
Obvious exits: -East -West

< 532h/532H 133v/136V Pos: standing >
Western Guard's Walk, North Wall
   There is no view to the outside here, the slots present in the other 
sections of the guard's walk are absent here.  Perhaps the castle designer 
felt it unlikely that an attack would come from the north.  More of the same 
sconces found throughout the whole castle line the inside wall, pouring black 
smoke into the corridor.  Much like the eastern section of the northern 
guard's walk, this area of the hall is especially worn down in the center.    
Buckets full of dried wall paste line the base of the inner wall, with drop 
cloths covering the floor below them.  Freshly grouted sections in between 
older areas further indicate a restoration process is in progress.  It 
continues east and west, and an iron door leads south.
Obvious exits: -East -South# -West

< 532h/532H 133v/136V Pos: standing >
Ok.

< 532h/532H 135v/136V Pos: standing >
A Corner In the Ice Garden
  This area is somewhat sheltered from the wind by the castle walls, but there 
is no protection from the precipitory elements.  All around are benches and 
throne like chairs, some wooden, some iron, and a few carved straight out of 
the icy snow.  Frozen ivy covers the walls here, rising from the shrubs below 
to the very top of the wall.  The garden is totally normal in all respects 
except everything is encased in a thin layer of ice, as though it were a 
section of tropical rainforest suddenly flash frozen.  The flowers are bent 
slightly in one direction as if swaying from a mild breeze when the arctic 
blast hit.  The whole scene makes for a rather ghastly paradox.  The garden 
continues to the east and south, and an iron door is sunk into the north wall.
Obvious exits: -North -East -South
An attendant is here sweeping snow from the path.
An off-duty patrol guard wanders the ice garden, taking in the scenery.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 532h/532H 134v/136V Pos: standing >
Easy.

< 532h/532H 136v/136V Pos: standing >
Now where did that chicken go?

< 532h/532H 136v/136V Pos: standing >
An off-duty patrol guard leaves south.

< 532h/532H 136v/136V Pos: standing >
A Corner In the Ice Garden
   Leaving the heavy brush and foliage, the garden turns to an open area here.
Digging down beneath the snow, it becomes apparent that this is the beginning
of a sandy beach.  Conch shells stick out of the snow, covered in sand. A
large piece of drift wood leans up against the castle wall, where the water
would have been.  Turned upside down and heavily cracked, a giant sea turtle
shell juts up out of the deeper frost near the corner of the garden, 
apparently the new home of a young snow vulture.  Further away from the 
shoreline, a majestic coconut tree rises out of a pile of shattered coconuts,
stretching towards the sun it will never see again.  The garden continues to
the north and east, while a door leads inside to the south.
Obvious exits: -North -East -South#
An off-duty patrol guard wanders the ice garden, taking in the scenery.

< 532h/532H 134v/136V Pos: standing >
You stop using a squat obsidian totem.

< 532h/532H 134v/136V Pos: standing >
You hold a marbled quartz totem.

< 532h/532H 134v/136V Pos: standing >
You start chanting...

< 532h/532H 134v/136V Pos: standing >
You complete your spell...
You point at an off-duty patrol guard.
[Damage: 270 ] An off-duty patrol guard's entire body spasms uncontrollably as his soul is wracked with unbearable pain.
An off-duty patrol guard's feeble punch grazes you.
You dodge an off-duty patrol guard's vicious attack.
You withstand a bash from an off-duty patrol guard, who bounces back and falls.

< 531h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:few scratches E: off ass EP: pretty hurt >
 You start chanting...

< 532h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: off ass EP: pretty hurt >
 Casting: greater soul disturbance 

< 532h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC:excellent E: off ass EP: pretty hurt >
 You complete your spell...
You point at an off-duty patrol guard.
[Damage: 259 ] With a gasp, an off-duty patrol guard realizes his soul will disturb him no more.
An off-duty patrol guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an off-duty patrol guard's last actions in this world.

< 532h/532H 136v/136V Pos: standing >
You get a half-eaten sandwich from the corpse of an off-duty patrol guard.
You get a warm pair of fur pants from the corpse of an off-duty patrol guard.
You get a warm fur jacket from the corpse of an off-duty patrol guard.
You can't carry any more.

< 532h/532H 136v/136V Pos: standing >
Autosaving...

< 532h/532H 136v/136V Pos: standing >
You eat the half-eaten sandwich.

< 532h/532H 136v/136V Pos: standing >
Someone sings a song to protect him from the world.

< 532h/532H 136v/136V Pos: standing >
You get a few coins from the corpse of an off-duty patrol guard.
There were: 1 platinum coin, 9 gold coins. 

< 532h/532H 136v/136V Pos: standing >
   A thick layer of yeti hide stuffed and lined with fur makes the jacket
excellent for cold weather.  It provides a great degree of warmth, though
little protection from the harsher elements of Faerun.

A warm fur jacket is made of cloth and appears to be of slightly above average quality.
A warm fur jacket has an item value of 1.

< 532h/532H 136v/136V Pos: standing >
You drop a warm fur jacket.

< 532h/532H 136v/136V Pos: standing >
A Corner In the Ice Garden
Obvious exits: -North -East -South#
A warm fur jacket is draped over a chair.
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.

< 532h/532H 136v/136V Pos: standing >
You don't find anything you didn't see before.

< 532h/532H 136v/136V Pos: standing >
You don't find anything you didn't see before.

< 532h/532H 136v/136V Pos: standing >
Hint: Is a dragon about?  Kneel before they enter the room to keep from fleeing from their ROAR!

< 532h/532H 136v/136V Pos: standing >

< 532h/532H 136v/136V Pos: standing >
A Corner In the Ice Garden
Obvious exits: -North -East -South#
A warm fur jacket is draped over a chair.
Fresh blood splatters cover the area.
The corpse of an off-duty patrol guard is lying here.

< 532h/532H 136v/136V Pos: standing >
You don't find anything you didn't see before.

< 532h/532H 136v/136V Pos: standing >

		Score information for Gruu

Level: 35   Race: Troll   Class: Shaman / Spiritualist Sex: Male
Hit points: 532(532)  Moves: 136(136)
Coins carried:    7 platinum    51 gold     7 silver     5 copper
Coins in bank:   31 platinum  1309 gold   463 silver   620 copper
Playing time: 2 days / 1 hours/ 11 minutes
Received data: 0.0925 MB this session.
Send data:     0.0074 MB this session.
Compression ratio: 78%
Title: Legionnaire of The Empire
Status:  Standing.
Epic points: 17  Skill points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   14
Enchantments:    Ultravision Armor
Bartender Quests Remaining: 2
Combat Pulse:   18 Spell Pulse:  1.40 
Leaderboard Points:  353 

Active Spells:
--------------
Auctions Disabled (less than a minute remaining)
elephantstrength (21 minutes)
cold ward (11 minutes)
fire ward (11 minutes)
spirit armor (5 minutes)


< 532h/532H 136v/136V Pos: standing >
You sit down and relax.

< 532h/532H 136v/136V Pos: sitting >
You have memorized the following spells:
( 7th circle)  2 - greater soul disturbance
( 6th circle)  5 - greater mending
               1 - earthen grasp
( 5th circle)  6 - molten spray
( 4th circle)  1 - summon beast
               1 - hawkvision
               5 - scorching touch
( 3rd circle)  5 - scalding blast
               1 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  9 - flameburst
( 1st circle)  9 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
   14 seconds:  ( 7th) greater soul disturbance
   29 seconds:  ( 7th) greater soul disturbance

You can memorize no more spells.
You continue your study.

< 532h/532H 136v/136V Pos: sitting >
You start meditating...

< 532h/532H 136v/136V Pos: sitting >
Someone sings a song to protect him from the world.

< 532h/532H 136v/136V Pos: sitting >
You abandon your meditative trance.
An ice garden attendant's impressive pierce wounds you.

< 518h/532H 136v/136V Pos: sitting >
< T: Gruu TP: sit TC:few scratches E: an ice garden attendant sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 407h/532H 136v/136V Pos: sitting >
< T: Gruu TP: sit TC: small wounds E: someone sta EP: few scratches >
 You clamber to your feet.

< 408h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC: small wounds E: someone sta EP: few scratches >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'ofzahzf gajr eughjfbaiqz'
A Grey Elf points at you.
Your soul is engulfed by unbearable pain as a Grey Elf finishes incanting his spell.
OUCH!  That really did HURT!

< 293h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC: few wounds E: someone sta EP: few scratches >
 An ice garden attendant's impressive pierce strikes you.
An ice garden attendant's pierce strikes you hard.
An ice garden attendant's impressive pierce strikes you.
An ice garden attendant's decent pierce wounds you.
An ice garden attendant's impressive pierce strikes you.

< 221h/532H 136v/136V Pos: standing >
< T: Gruu TP: sta TC: nasty wounds E: an ice garden attendant sta EP: excellent >
 You attempt to flee...
Wandering Through the Ice Garden
   If it were not for the obvious abnormalities of the surroundings, it would 
be quite pleasant.  But alas, the sheer strangeness of the garden cannot 
co-exist with comfort.  A rigid bench made from bamboo trees sits sheltered 
under the icy bow of a eucalyptus tree, that in a warmer climate might be used 
by young lovers.  A patch of gorgeous yellow orchids stands frozen in time in 
a small iron arbor to the left of the path.  In between the yellow petals, a 
purple flower emerges claiming dominion over the patch.  What appears to be a 
tool shed lies to the south, and the garden continues to the east, west, and 
north.
Obvious exits: -North -East -South# -West
You flee eastward!

< 222h/532H 105v/136V Pos: standing >
Ok.

< 230h/532H 107v/136V Pos: standing >
A Small Tool Shed
   This is a small alcove in the castle that someone built a small front wall 
for.  A door was also added to keep the view from the garden pleasant.  
Numerous tools line the walls, but for what purpose is yet to be discovered, 
as the garden obviously needs no maintenance.  A few large barrels are stacked 
up in the back of the shed, and  some sacks are piled by the door.  The shed 
is decently clean otherwise.  The only exit is to the north, back into the 
garden.
Obvious exits: -North

< 231h/532H 105v/136V Pos: standing >
Ok.

< 235h/532H 106v/136V Pos: standing >
You start chanting...

< 243h/532H 108v/136V Pos: standing >
Casting: greater mending 

< 249h/532H 109v/136V Pos: standing >
You complete your spell...
Gruu shudders as an immense rush of life flows into his body!

< 333h/532H 110v/136V Pos: standing >
Someone closes the shed.

< 337h/532H 111v/136V Pos: standing >
Out of nowhere, an ice garden attendant stabs you in the back.
OUCH!  That really did HURT!
Your marbled quartz totem was damaged from the massive blow!

< 243h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC: nasty wounds E: an ice garden attendant sta EP: excellent >
 Someone parries your futile lunge at him.
That's tough to do in battle, but still you try...

< 244h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC: nasty wounds E: an ice garden attendant sta EP: excellent >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'warhunso gsfal'
A Grey Elf points at you.
The flames cause your skin to smoke!
A Grey Elf fires a blast of molten spray at you, causing unbearable pain.
OUCH!  That really did HURT!
Sorry, you aren't allowed to do that in combat.

< 168h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC: nasty wounds E: an ice garden attendant sta EP: excellent >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'warhunso gsfal'
A Grey Elf points at you.
The flames cause your skin to smoke!
A Grey Elf fires a blast of molten spray at you, causing unbearable pain.
OUCH!  That really did HURT!
You start chanting...

< 91h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC:pretty hurt E: someone sta EP: excellent >
 An ice garden attendant's pierce strikes you hard.
An ice garden attendant's fine pierce strikes you.
An ice garden attendant's pierce strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
An ice garden attendant's powerful pierce enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
An ice garden attendant's pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!

< 29h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC: awful E: an ice garden attendant sta EP: excellent >
 An ice garden attendant sings a song to protect him from the world.
Casting: greater mending **

< 29h/532H 113v/136V Pos: standing >
< T: Gruu TP: sta TC: awful E: someone sta EP: excellent >
 A Grey Elf completes his spell...
A Grey Elf utters the words 'warhunso gsfal'
A Grey Elf points at you.
The flames cause your skin to smoke!
A Grey Elf sends a blast of molten spray into your face, and you slip away..