The death of [46 Minstrel] Bebop The Empire (Halfling)

in The Bronze Griffon Inn and Tavern

from the perspective of [46 Minstrel] Bebop The Empire (Halfling)

<worn as a badge>    a royal badge of Arcium (illuminating)
<worn on head>       a frozen dragonscale crown from The City of Winterhaven
<worn on eyes>       a black opal eyepiece (magic)
<worn in ear>        a spiked blackened earring
<worn in ear>        a dangling dematite earring
<worn on face>       the mask of the templar
<worn around neck>   a jade studded collar (magic)
<worn around neck>   a legendary ruby pendant
<worn on body>       a frost-rimed dragonscale platemail
<worn about body>    a fanged platinum mantle from The City of Winterhaven [79%]             
<worn as quiver>     a pantherhide quiver [superior] (magic) (glowing) (illuminating)
<worn on arms>       a pair of serpentine sleeves (magic)
<worn around wrist>  a spiked purple steel bracer [poor]
<worn around wrist>  a black leather bracelet set with amethyst (magic) [84%]             
<worn on hands>      the claws of the ruiner
<worn on finger>     a silver ring [poor] (magic)
<primary weapon>     a sandworm's tooth [85%]             
<held>               a golden lyre [85%]             
<worn on legs>       a pair of chitaneous leg plates (magic) [87%]             
<worn on feet>       some tight black shoes with durithalite buckles


< 324h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  small wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  small wounds >
 Your improved dexterity grants you an additional attack!
[Damage: 14 ] -=[Your pierce wounds an Ambassador from Labyrinth of No Return.]=-
[Damage:  7 ] -=[Your fine pierce grazes an Ambassador from Labyrinth of No Return.]=-
You miss an Ambassador from Labyrinth of No Return.
You miss an Ambassador from Labyrinth of No Return.
You start chanting...

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  small wounds >
 You complete your spell...
[Damage: 130 ] Your giant fist of force causes an Ambassador from Labyrinth of No Return to stagger in agony!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You suddenly break out a quick verse from your repitiore of songs...
You play a song to make you more aware of what is around you.
You twirl around gracefully.
Magical energies are now visible.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You parry an Ambassador from Labyrinth of No Return's lunge at you.
You dodge an Ambassador from Labyrinth of No Return's vicious attack.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
[Damage: 15 ] -=[Your impressive pierce wounds an Ambassador from Labyrinth of No Return.]=-
You miss an Ambassador from Labyrinth of No Return.
[Damage:  7 ] -=[Your fine pierce grazes an Ambassador from Labyrinth of No Return.]=-

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 A city guard enters from the east.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
You miss an Ambassador from Labyrinth of No Return.
An Ambassador from Labyrinth of No Return dodges your futile attack.
[Damage:  6 ] -=[Your fine pierce grazes an Ambassador from Labyrinth of No Return.]=-

< 347h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You parry an Ambassador from Labyrinth of No Return's lunge at you.
You parry an Ambassador from Labyrinth of No Return's lunge at you.
You suddenly see an Ambassador from Labyrinth of No Return's foot in your chest.

< 336h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You start chanting...

< 336h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You complete your spell...
[Damage: 255 ] Your giant fist of force causes an Ambassador from Labyrinth of No Return to stagger in agony!

< 336h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 
		Score information for Bebop

Level: 46   Race: Halfling   Class: Bard / Minstrel Sex: Male
Hit points: 336(349)  Moves: 157(157)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank: 2257 platinum  4693 gold    29 silver     7 copper
Playing time: 4 days / 14 hours/ 11 minutes
Received data: 0.5436 MB this session.
Send data:     0.0190 MB this session.
Compression ratio: 83%
Title: Legionary of The Empire
Status:  Standing, fighting an Ambassador from Labyrinth of No Return.
         Singing
Epic points(total): 23(23)
Epic Bonus: No Epic Bonus (0.00%)
Frags:   -0.50   Deaths:   21
Consenting: Bebop
Detecting:       Evil Magic
Protected from:  Undead
Enchantments:    Haste Listen
Songs:    Song of Revelation
Bartender Quests Remaining: 4
Combat Pulse:   11 Spell Pulse:  0.70 
Leaderboard Points:  407 

Active Spells:
--------------
haste (7 minutes)


< 336h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You start chanting...

< 336h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 -=[An Ambassador from Labyrinth of No Return's decent claw strikes you.]=-
You dodge an Ambassador from Labyrinth of No Return's vicious attack.

< 325h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
Casting: bigbys clenched fist *

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  few wounds >
 You complete your spell...
[Damage: 128 ] Your giant fist of force causes an Ambassador from Labyrinth of No Return to stagger in agony!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  nasty wounds >
 The Celestial Bazaar
Obvious exits: -East -South -West
A member of the city militia stands here, keeping the peace.
(Q)An Ambassador from Labyrinth of No Return stands in mid-air here, fighting YOU!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
An Ambassador from Labyrinth of No Return dodges your futile attack.
[Damage: 14 ] -=[Your pierce wounds an Ambassador from Labyrinth of No Return.]=-
[Damage: 10 ] -=[Your fine pierce wounds an Ambassador from Labyrinth of No Return.]=-

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  nasty wounds >
 -=[An Ambassador from Labyrinth of No Return's crude claw wounds you.]=-
-=[An Ambassador from Labyrinth of No Return's decent claw strikes you.]=-

< 329h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  nasty wounds >
 You start chanting...

< 329h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  nasty wounds >
 You complete your spell...
[Damage: 130 ] Your giant fist of force causes an Ambassador from Labyrinth of No Return to stagger in agony!

< 329h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 -=[An Ambassador from Labyrinth of No Return's weak claw wounds you.]=-
You parry an Ambassador from Labyrinth of No Return's lunge at you.
You suddenly see an Ambassador from Labyrinth of No Return's foot in your chest.

< 330h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 A city guard leaves south.

< 330h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You start chanting...

< 330h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You complete your spell...
[Damage: 146 ] You throw a fireball at an Ambassador from Labyrinth of No Return and have the satisfaction of seeing him enveloped in flames.

< 330h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You parry an Ambassador from Labyrinth of No Return's lunge at you.
You parry an Ambassador from Labyrinth of No Return's lunge at you.
Your improved dexterity grants you an additional attack!
[Damage: 18 ] -=[Your impressive pierce strikes an Ambassador from Labyrinth of No Return.]=-
You miss an Ambassador from Labyrinth of No Return.
You miss an Ambassador from Labyrinth of No Return.
[Damage:  8 ] -=[Your fine pierce strikes an Ambassador from Labyrinth of No Return.]=-

< 330h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You start chanting...

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 A city guard enters from the south.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You parry an Ambassador from Labyrinth of No Return's lunge at you.
You parry an Ambassador from Labyrinth of No Return's lunge at you.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP: pretty hurt >
 You complete your spell...
[Damage: 84 ] You throw a fireball at an Ambassador from Labyrinth of No Return and have the satisfaction of seeing him enveloped in flames.

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  awful >
 You start chanting...

< 346h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: ambassador sta EP:  awful >
 You complete your spell...
[Damage: 142 ] Your fireball hits an Ambassador from Labyrinth of No Return with full force, causing an immediate death.
An Ambassador from Labyrinth of No Return 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 a carnal satisfaction as an Ambassador from Labyrinth of No Return's gurgling and choking signals his demise.

< 346h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 347h/349H 157v/157V Pos: standing >
the corpse of an Ambassador from Labyrinth of No Return appears to be empty.

< 347h/349H 157v/157V Pos: standing >
Experience till level: 16806430

< 347h/349H 157v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Winterhaven Depository.
Obvious exits: -North -East -South -West
A street sweeper stands here, picking up some garbage.

< 347h/349H 156v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Winterhaven Community Spa.
Obvious exits: -North -East -South -West
A noble of the city casts a condescending gaze towards you.

< 347h/349H 155v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Doctor's Office.
Obvious exits: -North -East -South -West

< 347h/349H 154v/157V Pos: standing >
Entrance to the Winterhaven Jail
   This building is where both convicted and accused criminals are brought
for processing. The doorway is made from steel and is very cold to the
touch. The interior is decorated with an equal level of personality. The
walls are dark and gray, as well as the floors. Both of which are made
from solid stone. You get the impression that this is a place that is
easy to end up in but really difficult to get out of.
Obvious exits: -East -Down
A soldier guards the entrance to the Winterhaven Jail.
A soldier guards the entrance to the Winterhaven Jail.

< 347h/349H 154v/157V Pos: standing >
Alas, you cannot go that way. . . .

< 348h/349H 154v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 348h/349H 155v/157V Pos: standing >
A Staircase in the Winterhaven Jail
   This staircase is almost a straight drop to the basement. The steps are
barely wide enough to fit one person, let alone a captured criminal and
his guards. The stairs are held together by a high-tension steel cable.
In the event of an attempted escape, the prison guards are able to loosen
the cable, making escape all but impossible.
Obvious exits: -Up -Down

< 348h/349H 155v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -West -Up
A bored security guard paces through the hallways.

< 349h/349H 156v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -East -West
A bored security guard paces through the hallways.
A bored security guard paces through the hallways.

< 349h/349H 155v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -West -Up
A bored security guard paces through the hallways.

< 349h/349H 154v/157V Pos: standing >
A security guard enters from the west.
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 155v/157V Pos: standing >
Now where did that chicken go?

< 349h/349H 156v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -East -West
A bored security guard paces through the hallways.

< 349h/349H 155v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -North# -East -South# -West

< 349h/349H 154v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -East -West

< 349h/349H 154v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -North# -East -South# -West#
The Clerk of the Winterhaven Jail sits at a desk here.
(Q)Klamp the Jailor stands ready to accept new inmates.

< 349h/349H 153v/157V Pos: standing >
The cell seems to be closed.

< 349h/349H 153v/157V Pos: standing >
You ARE mad!

< 349h/349H 156v/157V Pos: standing >
The perfect match!

< 349h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
   Klamp is the hardworking Jailor of Winterhaven. He stands talls
with large broad shoulders, ready to process and throw the key for
whatever scum gets dragged here.
Klamp appears to be Human and is in excellent condition.
He's medium in size.


< 349h/349H 157v/157V Pos: standing >
   This man stands tall and proud to serve the mighty city of Winterhaven.
His eyes are constantly watching the crowds, looking for anyone who
might be up to no good. He has a silver badge on his armor showing his
rank as a sergeant.
The jail clerk appears to be Human and is in excellent condition.
He's medium in size.
He seems to be moving much faster than normal..
He is glowing with holiness!


< 349h/349H 157v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -East -West

< 349h/349H 156v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -North# -East -South# -West
A bored security guard paces through the hallways.

< 349h/349H 155v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -East -West

< 349h/349H 154v/157V Pos: standing >
The Winterhaven Jail
   This hallway is located beneath the city of Winterhaven. The city has
strict laws which require the constant use of the city's jail cells. Foot
traffic in this area has polished the granite floors to a smooth shine.
The air is cold and uncomfortable. One can only imagine the how the local
inmates must feel.
Obvious exits: -West -Up
A bored security guard paces through the hallways.
A bored security guard paces through the hallways.

< 349h/349H 153v/157V Pos: standing >
Alas, you cannot go that way. . . .

< 349h/349H 153v/157V Pos: standing >
A Staircase in the Winterhaven Jail
   This staircase is almost a straight drop to the basement. The steps are
barely wide enough to fit one person, let alone a captured criminal and
his guards. The stairs are held together by a high-tension steel cable.
In the event of an attempted escape, the prison guards are able to loosen
the cable, making escape all but impossible.
Obvious exits: -Up -Down

< 349h/349H 153v/157V Pos: standing >
Alas, you cannot go that way. . . .

< 349h/349H 153v/157V Pos: standing >
Alas, you cannot go that way. . . .

< 349h/349H 154v/157V Pos: standing >
Entrance to the Winterhaven Jail
   This building is where both convicted and accused criminals are brought
for processing. The doorway is made from steel and is very cold to the
touch. The interior is decorated with an equal level of personality. The
walls are dark and gray, as well as the floors. Both of which are made
from solid stone. You get the impression that this is a place that is
easy to end up in but really difficult to get out of.
Obvious exits: -East -Down
A soldier guards the entrance to the Winterhaven Jail.
A soldier guards the entrance to the Winterhaven Jail.

< 349h/349H 154v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Doctor's Office.
Obvious exits: -North -East -South -West

< 349h/349H 153v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Winterhaven Community Spa.
Obvious exits: -North -East -South -West

< 349h/349H 152v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 154v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
To the North, is the Doctor's Office.
Obvious exits: -North -East -South -West

< 349h/349H 153v/157V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. To the West, you can see the entrance of the
famous Bronze Griffon Inn and Tavern. To the East, you can see the city square
and the roads that take explorers on adventures throughout these lands. To the
South, is the Tower of the Guilds, where adventurers can learn from their
Teachers.
Obvious exits: -North -East -South -West
The corpse of a city guard is lying here.
The corpse of a member of the city patrol is lying here.
The corpse of a male commoner is lying here.
The corpse of a black crow is lying here.
The corpse of an Ambassador from Zalkapfaan is lying here.
A street sweeper stands here, cleaning the road.

< 349h/349H 154v/157V Pos: standing >
The Bronze Griffon Inn and Tavern
   The entryway of this tavern is as extravagant as the rest of the city. A
large bronze statue of a mighty griffon stands impressively to your left.
A very attractive receptionist sits behind an oak desk to your right, ready
to help adventures make their way to one of the many comfortable beds this
establishment rents on a regular basis. The atmosphere is warm and cozy,
enticing you to kick off your boots and sit down for a nice cup of ale or
if you are the brave type, a glass of throatfire, the house specialty. A
crackling fireplace sits towards the back of the room, surrounded by tables
filled with thirsty patrons and tired travelers. To the East, is the fabled
Celestial Bazaar, the main market place of Winterhaven. To the West, is a
cozy lounge where local and visiting musicians can play their tunes.
Obvious exits: -East -West
An attractive receptionist stands here waiting to help you.

< 349h/349H 153v/157V Pos: standing >
The Cozy Corner of the Bronze Griffon
   This room sits comfortably at the back of this building. The walls and
floor are made from mahogany as dark as molasses. The floors crack under
your footsteps as you make your way through the room. The atmosphere is
quiet, even though the stage is prepared for the various musicians of
the day to entertain the tavern's many customers. The barmaids are busy
fulfilling the patrons every command, as wretched as they may be. You
notice a painting, apparently a work in progress, proped up in the corner
to your right. An oddly placed bookcase sits against the Northern wall.
To the East, is the main room of the Bronze Griffon Tavern and Inn.
Obvious exits: -East
An oddly placed bookcase sits against the wall.
A barkeep with a massive chin is busy serving drinks.
(Q)Aevenyl the Artist sits frustrated by an unfinished painting.
A really attractive barmaid stands here, waiting for orders.
A drunk patron sits on a bench.(Red Aura)
A drunk patron sits on a bench.(Red Aura)

< 349h/349H 155v/157V Pos: standing >
The Bronze Griffon Inn and Tavern
   The entryway of this tavern is as extravagant as the rest of the city. A
large bronze statue of a mighty griffon stands impressively to your left.
A very attractive receptionist sits behind an oak desk to your right, ready
to help adventures make their way to one of the many comfortable beds this
establishment rents on a regular basis. The atmosphere is warm and cozy,
enticing you to kick off your boots and sit down for a nice cup of ale or
if you are the brave type, a glass of throatfire, the house specialty. A
crackling fireplace sits towards the back of the room, surrounded by tables
filled with thirsty patrons and tired travelers. To the East, is the fabled
Celestial Bazaar, the main market place of Winterhaven. To the West, is a
cozy lounge where local and visiting musicians can play their tunes.
Obvious exits: -East -West
An attractive receptionist stands here waiting to help you.

< 349h/349H 155v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: standing >
Ok.

< 349h/349H 157v/157V Pos: standing >
The Cozy Corner of the Bronze Griffon
   This room sits comfortably at the back of this building. The walls and
floor are made from mahogany as dark as molasses. The floors crack under
your footsteps as you make your way through the room. The atmosphere is
quiet, even though the stage is prepared for the various musicians of
the day to entertain the tavern's many customers. The barmaids are busy
fulfilling the patrons every command, as wretched as they may be. You
notice a painting, apparently a work in progress, proped up in the corner
to your right. An oddly placed bookcase sits against the Northern wall.
To the East, is the main room of the Bronze Griffon Tavern and Inn.
Obvious exits: -East
An oddly placed bookcase sits against the wall.
A barkeep with a massive chin is busy serving drinks.
(Q)Aevenyl the Artist sits frustrated by an unfinished painting.
A really attractive barmaid stands here, waiting for orders.
A drunk patron sits on a bench.(Red Aura)
A drunk patron sits on a bench.(Red Aura)

< 349h/349H 156v/157V Pos: standing >
You sit down and relax.

< 349h/349H 156v/157V Pos: sitting >
You have memorized the following spells:
( 9th circle)  4 - feeblemind
( 7th circle)  2 - fireball
               1 - dimension door
( 6th circle)  6 - lightning bolt
( 4th circle)  8 - minor creation
( 3rd circle)  9 - magic missile
( 2nd circle) 10 - mirror image

And you are currently memorizing the following spells:
    9 seconds:  ( 8th) bigbys clenched fist
   19 seconds:  ( 8th) bigbys clenched fist
   28 seconds:  ( 8th) bigbys clenched fist
   38 seconds:  ( 8th) bigbys clenched fist
   47 seconds:  ( 8th) bigbys clenched fist
   56 seconds:  ( 7th) fireball
   65 seconds:  ( 7th) fireball
   73 seconds:  ( 7th) fireball

You can memorize 11 1st, 7 5th and 1 10th circle spell(s).
You continue your study.

< 349h/349H 156v/157V Pos: sitting >
You don't have anything to put in it.

< 349h/349H 156v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 349h/349H 157v/157V Pos: sitting >
You stop meditating.
Now where did that chicken go?

< 349h/349H 157v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
A cute barmaid walks over and asks if you want anything to drink.


< 349h/349H 157v/157V Pos: sitting >
Aevenyl sighs as she looks at her painting.


< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You stop meditating.
   Aevenyl is an accomplished artisan of the city of Winterhaven.
She spends her time here at the Bronze Griffon listening to the
stories of travelers and wanderers. The stories are what inspire
her paintings. However, she looks to be quite frustrated with her
current painting.
Aevenyl appears to be Human and is in excellent condition.
She's medium in size.


< 349h/349H 157v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You stop meditating.
Aevenyl says to you, 'I've been painting for so long that I have very little
to inspire my creativity. Usually I'll make a brief visit to my friend Artek. He
is typically able to bring inspiration to the most lackadaisical of artisans.'



< 349h/349H 157v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 349h/349H 157v/157V Pos: sitting >
You stop meditating.
Aevenyl says to you, 'Although he is only a bridgekeeper, Artek is a surprising
visionary. He resides in the Northern Lakes and Settlements on the continent of
IceCrag. If you visit him, please bring back something to inspire me.'



< 349h/349H 157v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!
You finish your song.

< 349h/349H 157v/157V Pos: sitting >
You stop meditating.
You start playing your golden lyre and singing aloud.

< 349h/349H 157v/157V Pos: sitting >
You start meditating...

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 349h/349H 157v/157V Pos: sitting >
Autosaving...

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing bigbys clenched fist.

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You have memorized the following spells:
( 9th circle)  4 - feeblemind
( 8th circle)  5 - bigbys clenched fist
( 7th circle)  2 - fireball
               1 - dimension door
( 6th circle)  6 - lightning bolt
( 4th circle)  8 - minor creation
( 3rd circle)  9 - magic missile
( 2nd circle) 10 - mirror image

And you are currently memorizing the following spells:
    4 seconds:  ( 7th) fireball
   13 seconds:  ( 7th) fireball
   21 seconds:  ( 7th) fireball

You can memorize 11 1st, 7 5th and 1 10th circle spell(s).

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing fireball.

< 349h/349H 157v/157V Pos: sitting >
You are already meditating.

< 349h/349H 157v/157V Pos: sitting >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing fireball.

< 349h/349H 157v/157V Pos: sitting >
You have finished memorizing fireball.
Your studies are complete.

< 349h/349H 157v/157V Pos: sitting >
You clamber to your feet.

< 349h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: standing >
All the patrons get excited as a cute barmaid bends over to pick up something from the floor.


< 349h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: standing >
You have memorized the following spells:
( 9th circle)  4 - feeblemind
( 8th circle)  5 - bigbys clenched fist
( 7th circle)  5 - fireball
               1 - dimension door
( 6th circle)  6 - lightning bolt
( 4th circle)  8 - minor creation
( 3rd circle)  9 - magic missile
( 2nd circle) 10 - mirror image

You can memorize 11 1st, 7 5th and 1 10th circle spell(s).

< 349h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: standing >
The Cozy Corner of the Bronze Griffon
Obvious exits: -East
An oddly placed bookcase sits against the wall.
A barkeep with a massive chin is busy serving drinks.
(Q)Aevenyl the Artist sits frustrated by an unfinished painting.
A really attractive barmaid stands here, waiting for orders.
A drunk patron sits on a bench.(Red Aura)
A drunk patron sits on a bench.(Red Aura)

< 349h/349H 157v/157V Pos: standing >
[Damage: 50 ] A drunk patron makes a strange sound as you place a sandworm's tooth in his back.
A drunk patron is stunned!

< 349h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:excellent E: drunk sta EP:  bleeding, close to death >
 You parry a drunk patron's lunge at you.

< 349h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:excellent E: drunk sta EP:  bleeding, close to death >
 You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 349h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:excellent E: drunk sta EP:  bleeding, close to death >
 [Damage: 17 ] Your stab cuts a vital artery and causes a drunk patron to fall before your feet.
A drunk patron is dead! R.I.P.
You receive your share of experience.
The last gasps of a drunk patron cause a sickening chill to run up your spine.

< 349h/349H 157v/157V Pos: standing >
[Damage: 48 ] A drunk patron makes a strange sound as you place a sandworm's tooth in his back.

< 349h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:excellent E: drunk sta EP:  nasty wounds >
 A drunk patron misses you.
You parry a drunk patron's lunge at you.
You suddenly see a drunk patron's foot in your chest.

< 344h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC:few scratches E: drunk sta EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
[Damage: 15 ] -=[Your pierce enshrouds a drunk patron in a mist of blood.]=-
A drunk patron dodges your futile attack.
[Damage: 18 ] -=[Your pierce critically injures a drunk patron.]=-
A drunk patron is incapacitated and will slowly die, if not aided.
A drunk patron slumps to the ground.

< 344h/349H 157v/157V Pos: standing >
You sing a song to heal all wounds.
Your body feels restored by the power of your soothing song!

< 347h/349H 157v/157V Pos: standing >
A Goblin snaps into visibility.
Out of nowhere, a Goblin stabs you in the back.
OUCH!  That really did HURT!

< 224h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC: few wounds E: A Goblin sta EP: excellent >
 A Goblin snaps into visibility.
-=[A Goblin's fine pierce strikes you.]=-
A Goblin slips beneath your guard, dealing you a vicious attack!
-=[A Goblin's pierce strikes you.]=-
-=[A Goblin's powerful pierce seriously wounds you.]=-
OUCH!  That really did HURT!
You parry a Goblin's lunge at you.
-=[A Goblin's pierce strikes you.]=-
You parry a Goblin's lunge at you.
-=[A Goblin's fine pierce strikes you.]=-

< 143h/349H 157v/157V Pos: standing >
< T: Bebop TP: sta TC: nasty wounds E: A Goblin sta EP: excellent >
 You attempt to flee...
The Bronze Griffon Inn and Tavern
   The entryway of this tavern is as extravagant as the rest of the city. A
large bronze statue of a mighty griffon stands impressively to your left.
A very attractive receptionist sits behind an oak desk to your right, ready
to help adventures make their way to one of the many comfortable beds this
establishment rents on a regular basis. The atmosphere is warm and cozy,
enticing you to kick off your boots and sit down for a nice cup of ale or
if you are the brave type, a glass of throatfire, the house specialty. A
crackling fireplace sits towards the back of the room, surrounded by tables
filled with thirsty patrons and tired travelers. To the East, is the fabled
Celestial Bazaar, the main market place of Winterhaven. To the West, is a
cozy lounge where local and visiting musicians can play their tunes.
Obvious exits: -East# -West
An attractive receptionist stands here waiting to help you.
You flee eastward!

< 143h/349H 128v/157V Pos: standing >
A Goblin snaps into visibility.
Out of nowhere, a Goblin stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The innkeeper is too busy hiding behind the counter to help.

< 20h/349H 129v/157V Pos: standing >
< T: Bebop TP: sta TC: awful E: A Goblin sta EP: excellent >
 A Goblin snaps into visibility.
-=[A Goblin's fine pierce seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
You parry a Goblin's lunge at you.
You parry a Goblin's lunge at you.
-=[A Goblin's pierce critically injures you.]=-
You feel your pulse begin to slow and you realize you are mortally wounded...