The death of [30 Cavalier] Koren (Human)

in A Frigid Viewing Chamber

from the perspective of [45 Dark Knight] Lazder La Resistance (Drider)

<floating about head>a LARGE blue ioun stone[99h 56m 44s]
<worn as a badge>    the atlantan badge of strength
<worn on head>       the helm of the Pit (glowing)
<worn on eyes>       a platinum-encrusted sapphire eye (invis)
<worn in ear>        a golden scale dangling from a platinum chain [poor]
<worn in ear>        a tiny lightning enshrouded black earring [poor] [87%]             
<worn around neck>   a necklace of halfling ears [poor] [80%]             
<worn around neck>   the fangs of the balor of acid defense [superior] made by Daweava [76%]             
<worn on body>       the chameleon suit of transformation [superior]
<worn about body>    a cloak of werewolf fur
<worn on spider body>robes of the shadow spider [superior] (glowing)
<worn as quiver>     a snakeskin quiver made by Om (glowing) [24%]             
<worn about waist>   a thin black belt of accuracy [superior]
<worn on belt buckle>A swirling mass of black smoke and hot ash [superior] (humming)
<worn on arms>       the pauldrons of the tide [superior] (glowing) [89%]             
<worn around wrist>  the power infused bracelet of dark-mithril of good protection [poor] made by Rukkus
<worn around wrist>  a spiked adamantite bracer of Khildarak Strongstone of gas defense [superior] made by Om
<worn on hands>      some massive studded mithril fists [poor]
<worn on finger>     a shark engraved bone ring
<worn on finger>     a shiny crimson ring [superior] (invis)
<wielding twohanded> Avernus the life stealer (glowing)[99h 56m 44s]


< 601h/601H 333v/333V Pos: standing >
Eastern Guard's Walk, North Wall
Obvious exits: -East# -West

< 601h/601H 333v/333V Pos: standing >
Zone Name: IceCrag Castle                
Average mob level in zone: 36
 
< 601h/601H 333v/333V Pos: standing >
Pardon?

< 601h/601H 333v/333V Pos: standing >
The iron seems to be closed.

< 601h/601H 333v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V 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 west.
Obvious exits: -South# -West -Up
A lieutenant in the Guard's Walk Patrol is here protecting the stairway.(Red Aura)
A lieutenant in the Guard's Walk Patrol is here protecting the stairway.(Red Aura)

< 601h/601H 332v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
Northern Guard's Walk, East Wall
   This section of the guard's walk runs north/south along the eastern wall.  
Through arrow slits that have been left open in some places, the surface of 
the cliffs can be seen extending eastward toward even higher peaks in the 
mountains.  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 is 
completely devoid of decoration.  The hall continues south and to the north 
is an iron door.
Obvious exits: -North -South

< 601h/601H 331v/333V Pos: standing >
Northern Guard's Walk, East Wall
   This section of the guard's walk runs north/south along the eastern wall.  
Through arrow slits that have been left open in some places, the surface of 
the cliffs can be seen extending eastward toward even higher peaks in the 
mountains.  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 is 
completely devoid of decoration.  The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 601h/601H 330v/333V Pos: standing >
Northern Guard's Walk, East Wall
   This section of the guard's walk runs north/south along the eastern wall.  
Through arrow slits that have been left open in some places, the surface of 
the cliffs can be seen extending eastward toward even higher peaks in the 
mountains.  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 is 
completely devoid of decoration.  The hall continues north and south and an 
iron door leads west.
Obvious exits: -North -South -West#

< 601h/601H 329v/333V Pos: standing >
Southern Guard's Walk, Eastern Wall
   This section of the guard's walk runs north/south along the eastern wall.  
Through arrow slits that have been left open in some places, the surface of 
the cliffs can be seen extending eastward toward even higher peaks in the 
mountains.  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 is 
completely devoid of decoration.  The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 601h/601H 330v/333V Pos: standing >
Northern Guard's Walk, East Wall
   This section of the guard's walk runs north/south along the eastern wall.  
Through arrow slits that have been left open in some places, the surface of 
the cliffs can be seen extending eastward toward even higher peaks in the 
mountains.  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 is 
completely devoid of decoration.  The hall continues north and south and an 
iron door leads west.
Obvious exits: -North -South -West#

< 601h/601H 330v/333V Pos: standing >
The iron seems to be closed.

< 601h/601H 331v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
The Eastern End of the East Hall
   This hall carries the history of the castle and all of its previous 
inhabitants.  The story is told through tapestry and painting, which leap off
the wall in vibrant, powerful images.  Much of the work is centered around one
figure, a tall woman of golden hair and ferocious build.
   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 images
weren't so violent, it might almost seem cheery. Modified pole-arms serve as
torch holders placed every twenty feet or so.  The ceiling is at least 
thirteen feet off the ground, leaving plenty of room to swing a sword.  The
hall runs west and an iron door leads east.
Obvious exits: -North# -East -West

< 601h/601H 332v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
The East Hall
   A cruel religeous ceremony is displayed in detail through bas relief
sculpture here.  Men and women stagger through the frozen streets of a town,
following behind priests in blue in and white garb.  The people are wearing
virtually nothing in the sub-zero temperatures, and as they straggle along
they are doused in water which quickly freezes on them.  They look half dead
from the cold.  Though it looks horrifying, they are under no restraints and
do this willingy it seems.  The sculpture was carved and then plastered to the
wall, sticking out about 4 inches.  The hall runs east and west, while doors
lead north and south.
Obvious exits: -North# -East -South# -West
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
The East Hall
   This area of the hall is dedicated to one battle in particular.  Several
sketches show the sequence of events that unfolded when a horde of men in black
swarmed the castle.  The first image shows the approach of the men in black,
they spill out onto the surface of the cliffs from the road leading down.  In
the next picture, they are scaling the walls using ropes they have tossed over
the parapets.  Strangely enough, the perspective of the pictures is from a
point about fifty feet above the castle walls.  In the last picture, a melee
ensues on the roof in which the forces of the castle guard clash with the
invaders.  In the center of the battle, amid piles of bodies, stands the
faceless woman in blue.  Her body gripped with battle rage, she wipes the 
blood from her brow and leaps towards another hapless raider.  The hall runs 
east and west, while a door leads north.
Obvious exits: -North# -East -West

< 601h/601H 330v/333V Pos: standing >
A Corner In the East Hall
   The east/west and north/south sections of the east hall meet here. The wall
decorations cease here, and the walls remain empty in this corner.  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 images weren't so
violent, it might almost seem cheery.  Modified pole-arms serve as torch 
holders placed every twenty feet or so.  The ceiling is at least thirteen feet
off the ground, leaving plenty of room to swing a sword.  The hall runs south
and east, while an iron door leads north.
Obvious exits: -North# -East -South
The key to the garden is here, hidden in the dust.
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)

< 601h/601H 329v/333V Pos: standing >
Alas, you cannot go that way. . . .

< 601h/601H 330v/333V Pos: standing >
The East Hall
   The art collection ceases abruptly, as the decor turns to wood paneling and 
stucco walls.  The lower half of the walls are paneled in deep amber grain
oak, and the upper is plastered in scultped stucco.  Sharp waves of rough
stucco jut from the wall creating an elegant pattern.  The torches grow sparse
and the light suffers, leaving the hall just lit enough to navigate.  Up ahead
the corner where the hall turns to the east is just barely visible.  The hall
runs north and south.
Obvious exits: -North -South

< 601h/601H 330v/333V Pos: standing >
The East Hall
   In a painting set aside from the others on the wall, the woman pictured in 
so many of these images, forces back a large red dragon with a flurry of axe 
strikes.  As she strikes the beast, clouds of white frost burst forth freezing 
solid the flesh it contacts.  In another, smaller scene, a cloaked woman lies 
on the shores of the Ice Flow river, recovering from what appears to be the 
recent birth of the child in her arms.  Colored stones trace patterns on the 
floor, lightly accentuating the otherwise empty hall..  The hall runs north 
and south, while the Grand Foyer is accessible through a door in the west wall.
Obvious exits: -North -South -West#

< 601h/601H 330v/333V Pos: standing >
The door seems to be closed.

< 601h/601H 331v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
The Northeastern Corner of the Grand Foyer
   The giant mural here on the wall to the north, is visible from all parts of 
the foyer.  Its granduer is staggering up close, but far more impressive is 
the detail.  The nests of absent animals rest in tree branches, and in the few 
places where the ground is visible, there are animal burrows and scatter
underbrush.  Footprints trample a path from the far right all the way through 
to the gazebo, just visible to the west.  Covering the footprints, a light 
flurry of snow lies down on the surface of all in sight.  To the south and the 
west the foyer continues, and to the east is a door accessing the east hall.
Obvious exits: -East -South -West
A snooty merchant's wife is here admiring the decor.(Red Aura)

< 601h/601H 332v/333V Pos: standing >
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
A snooty merchant's wife is here admiring the decor.(Red Aura)
(Q)A member of the cleaning crew is here sweeping and polishing.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
The Northwestern Corner of the Grand Foyer
   A magnificent wall mural takes up the entire northern wall from top to 
bottom, and stretches across the foyer to the east.  It depicts a what appears 
to be a frozen rain forest.  Gothic benches of iron, and sculpted ice thrones 
lie throughout the scene.  A sculpture of a young woman stands in the center, 
with something at her feet but the foliage blocks the view.  She seems to be 
gazing up, past the castle walls, towards a point in the sky only she can 
identify.  Off to the east, a small wooden gazebo can be seen amidst the 
foliage.  To the south and the east the foyer continues, and to the west is a 
door accessing the west hall.
Obvious exits: -East -South -West

< 601h/601H 330v/333V Pos: standing >
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

< 601h/601H 329v/333V Pos: standing >
The Northeastern Corner of the Court of the Icess
   This is the Court of the Icess.  At the north end of this court sits her 
throne, where she spends very little time these days.  The ceiling here is 
higher than average, but not cathedral proportions.  Ambient light is provided 
from a white hot flame atop an onyx pedestal in the center of the court.  The 
floor here is devoid of symbols unlike most of the castle.  The walls however 
do have banners bearing the symbol of Auril, but they are smaller than others 
in the castle.  It is apparent that this room is dedicated to someone other 
than the goddess Auril.  The court continues to the west and south.  A door 
leads to the north, and an arched portal leads east to the West Hall.
Obvious exits: -North# -East -South -West
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)

< 601h/601H 330v/333V Pos: standing >
You quickly scan the area.
The snooty wife who is a brief walk away to your east.
A member of the cleaning crew who is a brief walk away to your east.
A member of the Court Patrol who is a brief walk away to your east.
A drunken merchant who is a brief walk away to your east.
The snooty wife who is rather far off to your east.
A private in the Guard's Walk Patrol who is close by to your south.
A guest of the banquet who is close by to your south.
A member of the Court Patrol who is close by to your west.
A servant who is not far off to your west.

< 601h/601H 333v/333V Pos: standing >
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

< 601h/601H 332v/333V Pos: standing >
You quickly scan the area.
The archivist's understudy 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.
The snooty wife who is close by to your east.
A member of the cleaning crew who is not far off to your east.
A member of the Court Patrol who is not far off to your east.
The snooty wife who is a brief walk away to your east.
The archivist's understudy who is close by to your south.
A private in the Guard's Walk Patrol who is close by to your west.
A member of the Court Patrol who is close by to your west.
A servant who is a brief walk away to your west.

< 601h/601H 332v/333V Pos: standing >
The Northwestern Corner of the Grand Foyer
   A magnificent wall mural takes up the entire northern wall from top to 
bottom, and stretches across the foyer to the east.  It depicts a what appears 
to be a frozen rain forest.  Gothic benches of iron, and sculpted ice thrones 
lie throughout the scene.  A sculpture of a young woman stands in the center, 
with something at her feet but the foliage blocks the view.  She seems to be 
gazing up, past the castle walls, towards a point in the sky only she can 
identify.  Off to the east, a small wooden gazebo can be seen amidst the 
foliage.  To the south and the east the foyer continues, and to the west is a 
door accessing the west hall.
Obvious exits: -East -South -West
A snooty merchant's wife is here admiring the decor.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your east.
A member of the Court Patrol who is close by to your east.
The snooty wife who is not far off to your east.
A raucous guest who is close by to your south.
A private in the Guard's Walk Patrol who is not far off to your west.
A member of the Court Patrol who is not far off to your west.
A member of the Court Patrol who is a brief walk away to your west.
A servant who is rather far off to your west.

< 601h/601H 332v/333V Pos: standing >
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 member of the cleaning crew is here sweeping and polishing.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)

< 601h/601H 332v/333V Pos: standing >
You quickly scan the area.
The snooty wife who is close by to your east.
The snooty wife who is close by to your west.
A private in the Guard's Walk Patrol who is a brief walk away to your west.
A member of the Court Patrol who is a brief walk away to your west.
A member of the Court Patrol who is rather far off to your west.
A servant who is in the distance to your west.

< 601h/601H 332v/333V Pos: standing >
That's absurd.

< 601h/601H 332v/333V Pos: standing >
The Center of the Grand Foyer
   A gigantic circular basin carved out of glacial ice sits flush against the 
floor forming the base of a fountain.  Within the basin is a hot, thick, blood 
red substance that bubbles and steams as it swirls in a violent maelstrom, 
pouring into an unseen drain at the bottom of the fountain.  The pool is fed 
by a constant gush from a wound in one of the figures in the statue.  Of the 
two figures in the scene, the female is far more powerful a sight.  She stands 
well over six feet tall, and has the build of a barbarian highlander.  
Standing over the fallen male figure, she is wrenching her axe from his 
sundered neck.  Unlike the basin, the figures are carved from a bluish mineral 
rock of some sort, in stark contrast of the gushing red.
   A chandelier hangs high in the ceiling above the fountain.  The floor is a 
bright blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  The grand foyer continues in all directions.
Obvious exits: -North -East -South -West -Up
Thick red fluid swirls into a maelstrom within the fountains basin.
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is close by to your north.
A member of the Court Patrol who is close by to your north.
A servant who is close by to your east.
A drunken merchant who is close by to your south.
A member of the Court Patrol who is close by to your west.
A raucous guest who is close by to your west.

< 601h/601H 332v/333V Pos: standing >
A member of the Court Patrol enters from the north.

< 601h/601H 332v/333V Pos: standing >
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 member of the cleaning crew is here sweeping and polishing.(Red Aura)

< 601h/601H 332v/333V Pos: standing >
The Northeastern Corner of the Grand Foyer
   The giant mural here on the wall to the north, is visible from all parts of 
the foyer.  Its granduer is staggering up close, but far more impressive is 
the detail.  The nests of absent animals rest in tree branches, and in the few 
places where the ground is visible, there are animal burrows and scatter
underbrush.  Footprints trample a path from the far right all the way through 
to the gazebo, just visible to the west.  Covering the footprints, a light 
flurry of snow lies down on the surface of all in sight.  To the south and the 
west the foyer continues, and to the east is a door accessing the east hall.
Obvious exits: -East -South -West
A snooty merchant's wife is here admiring the decor.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
The Eastern End of the Grand Foyer
   A large and terribly garish wall hanging takes up a large portion of the 
east wall here.  A deep, soft, purple knap with black and teal characters make 
up the surface.  It is much like the carpet across the foyer, in that its 
oriental in design.  What it means or symbolizes is not clear, but it makes 
for quite a beautiful sight.  A particularly large wall mural dominates the 
foyer to the north.  To the west a fountain sits in the center of the room, 
and to the north and south the foyer continues.
Obvious exits: -North -South -West
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 601h/601H 332v/333V Pos: standing >
The snooty wife enters from the north.
The Southeastern Corner of the Grand Foyer
   The geometric white lines start to become more sparce, here in the corner
of the foyer.  There are several wrought iron benches formed in the gothic
style against the east and south walls.  Painted in ice blue, they stand out
in the dim grey light.  Portraits of several famous faces hang on the south
wall above the benches, a testament to the people who have visited the castle.
To the north and the west the foyer continues, and to the east is a door with
a small barred window in it.
Obvious exits: -North -East# -West

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
The snooty wife who is close by to your north.
A servant who is close by to your north.
A drunken merchant who is close by to your west.

< 601h/601H 331v/333V Pos: standing >
The Southern End of the Grand Foyer
   A morbid grayish-black light descends upon this cavernous room, from a 
grotesque bone chandelier, like a fog rolling out of the foothills of the 
Spine mountains.  The lighting seems backwards, as if the room were already 
lit, and the flame was throwing darkness.  The chandelier hangs high in the 
ceiling above the fountain in the center of the foyer.  The floor is a bright 
blue, somewhat dulled by the grim lighting, with strange white lines 
intersecting at all sorts of geometric angles.  The cathedral ceiling rises 
all the way to what appears to be the roof of the castle itself.  It starts 
lower on the sides and rises to a domed zenith where the vile light source 
resides.  To the north a fountain sits in the center of the room, and to
either side the foyer continues.
Obvious exits: -North -East -South# -West
A tubby merchant struggles to stay on his feet while downing another drink.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
The double is open.
You extend your sights southward.
Before the Doors of Ice Crag Castle
   The majestic double doors bearing the symbol of Auril are closed and have 
no obvious keyhole.  The grand doors open towards the bridge presumably for 
security purposes.  Giant iron pins form the hinges connected directly to the 
iron frame work of the door, which in turn is fastened to the stone by smaller 
iron shafts driven through the frame and into the wall.  The stonework is as 
impressive as the walkway that leads up to the castle.  Each stone set on the 
one below with precision to make sure no ledges are formed which could be used 
as hand holds to climb with.  The wall rises perhaps thirty feet into the 
bleak gray sky above.  On each of the two visible corners there are towers 
that rise a few floors above the rest of the castle.  All around the top of 
the castle, waving proudly from parapets of stone, fly banners and flags also 
bearing the symbol of Auril, the Frostmaiden.
Obvious exits: -North -South
An engraved plaque is embedded in the doors.

< 601h/601H 333v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
You quickly scan the area.
A member of the Court Patrol who is close by to your north.
A drunken merchant who is close by to your north.
A member of the cleaning crew who is not far off to your north.

< 601h/601H 333v/333V Pos: standing >
The Southwestern Corner of the Grand Foyer
   Fancy wrought iron benches dominate this corner of the Foyer, where the
grey light starts to lose its power.  The giant benches are covered in swirls
and loops, with all manner of little demons and devils formed into the spires
of the backrests.  Painted in dark icy blue, they are a vulgar contrast from
the rest of the dull scene.  There appears to be a fountain in the center of
the foyer, but what form it takes is difficult to tell in this awful lighting.
To the north and the east the foyer continues, and to the west is a door with
a small barred window in it.
Obvious exits: -North -East -West#

< 601h/601H 332v/333V Pos: standing >
The Western End of the Grand Foyer
   A large black carpet hangs on the west wall, taking up most of the surface.
It appears to be an oriental design with a lot of teal and purple patterns 
adorning the face of it.  The material is plush and warm, much like a quilt, 
but the stiff backing clearly identifies it as a wall drape carpet.  The 
purple and teal jump off the carpet as if they were alive, probably an effect 
of the strange lighting.  All the way across the foyer, another carpet is 
visible on the other wall.  To the east a fountain sits in the center of the 
room, and to the north and south the foyer continues.
Obvious exits: -North -East -South
A proud member of the Court Patrol surveys his territory.(Red Aura)
(Q)A loud and raucous guest of the castle is here drinking and telling stories.(Red Aura)

< 601h/601H 331v/333V Pos: standing >
A raucous guest starts casting a spell.
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
A snooty merchant's wife is here admiring the decor.(Red Aura)

< 601h/601H 330v/333V Pos: standing >
Alas, you cannot go that way. . . .

< 601h/601H 330v/333V Pos: standing >
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

< 601h/601H 330v/333V Pos: standing >
The archivist's understudy enters from the north.

< 601h/601H 332v/333V Pos: standing >

< 601h/601H 333v/333V Pos: standing >
The archivist's understudy leaves west.

< 601h/601H 333v/333V Pos: standing >

< 601h/601H 333v/333V Pos: standing >
The West Hall
Obvious exits: -North -East -South -West

< 601h/601H 333v/333V Pos: standing >
The Northeastern Corner of the Court of the Icess
   This is the Court of the Icess.  At the north end of this court sits her 
throne, where she spends very little time these days.  The ceiling here is 
higher than average, but not cathedral proportions.  Ambient light is provided 
from a white hot flame atop an onyx pedestal in the center of the court.  The 
floor here is devoid of symbols unlike most of the castle.  The walls however 
do have banners bearing the symbol of Auril, but they are smaller than others 
in the castle.  It is apparent that this room is dedicated to someone other 
than the goddess Auril.  The court continues to the west and south.  A door 
leads to the north, and an arched portal leads east to the West Hall.
Obvious exits: -North# -East -South -West
One of the Archivist's understudies is taking a rest from the books.(Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)

< 601h/601H 332v/333V Pos: standing >
You quickly scan the area.
A member of the cleaning crew who is not far off to your east.
The snooty wife who is not far off to your east.
A member of the Court Patrol who is rather far off to your east.
A private in the Guard's Walk Patrol who is close by to your south.
A private in the Guard's Walk Patrol who is close by to your south.
A guest of the banquet who is close by to your south.
A servant who is close by to your west.
A servant who is close by to your west.

< 601h/601H 332v/333V Pos: standing >
A Malevolent Pedestal in the Court of the Icess
   Evil emanates from this pedestal in massive waves that are so powerful, 
they are almost visible.  A feeling of pure terror hangs in the air 
proclaiming its presence with authority.  The white hot flame, changes color 
periodically, changing from bright white through all the shades of gray, and 
finally to black.  It stays in each color for only a second, and then fades 
to a new one.  Nothing else is here, only the pedestal and the mesmerizing 
flame.
Obvious exits: -North -East -South -West
A malevolant onyx pedestal throws darkness on the room.
(Q)A meekly dressed servant of the castle lowers her head in your presence.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 601h/601H 331v/333V Pos: standing >
A faint hum can be heard from Avernus the life stealer you are carrying.

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
You see nothing.

< 601h/601H 332v/333V Pos: standing >
A servant leaves west.

< 601h/601H 332v/333V Pos: standing >
The Northwestern Corner of the Court of the Icess
   The throne is not visible from this corner of the court, but the onyx 
pedastal shines with a darkness just to the east.  Pillars of limestone 
support the ceiling, though they look more like decoration than structure.  
Carved textures and runic symbols run up and down them like bark on a tree.  
The ceiling is stark white with tiny black spots peppered all over.  A frigid 
chill rolls in from the north, evidently that room is quite cold.  There is a 
door to the north, and the court continues to the east and south.
Obvious exits: -North# -East -South
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
A servant who is close by to your east.
The archivist's understudy who is not far off to your east.
A member of the Court Patrol who is not far off to your east.

< 601h/601H 331v/333V Pos: standing >
You quickly scan the area.
A servant who is close by to your east.
A private in the Guard's Walk Patrol who is not far off to your east.
The archivist's understudy who is not far off to your east.
A member of the Court Patrol who is not far off to your east.
A member of the cleaning crew who is rather far off to your east.
The snooty wife who is in the distance to your east.

< 601h/601H 331v/333V Pos: standing >
The door seems to be closed.

< 601h/601H 331v/333V Pos: standing >
The door is closed.
You see a frigid viewing chamber.
The closed door blocks your farsight.

< 601h/601H 331v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
The taste of blood slowly fades from your body.

< 601h/601H 333v/333V Pos: standing >
The door is closed.
You see a frigid viewing chamber.
The closed door blocks your farsight.

< 601h/601H 333v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
A faint hum can be heard from Avernus the life stealer you are carrying.

< 601h/601H 333v/333V Pos: standing >
The door is open.
You see a frigid viewing chamber.
You extend your sights northward.
A Frigid Viewing Chamber
   The walls here are covered by a second wall of ice bricks.  Tere is a 
drain in the floor for when the bricks melt.  Rebuilding the ice wall must be
an almost daily chore, but it is necessary to maintain the frosty temperature
needed to preserve the ice block standing in a protective stone case in the
north wall.  The ice block encases the body of an older woman, perhaps in
her late forties.  Her features are cut from harder stone than the castle
itself, though there is no doubt of her beauty.  She has a magnificent golden
mane of hair that wraps over her right shoulder and rests on her breast plate.
She wears a full suit of sparkling blue earthstone armor that covers her from
neck to toe.  The armor is full plate style, allowing for maximum movement and
minimum weight.  The trim and plate edges are white, with a perfect white
snowflake on the breast plate.  The gauntlets are made from the scales of a
Remorhaz that have been colored blue and white.  The boots are thick white
yeti hide plated with colored Remorhaz scales.  There is no helmet and no
shield, a weapon is also missing though it does not look like she was frozen
with any of these.  The only exit is to the south.
Obvious exits: -South
A dull granite plaque is embedded in the wall.

< 601h/601H 333v/333V Pos: standing >
Ok.

< 601h/601H 333v/333V Pos: standing >
You quickly scan the area.
A servant who is close by to your east.
A private in the Guard's Walk Patrol who is not far off to your east.
The archivist's understudy who is not far off to your east.
A member of the Court Patrol who is not far off to your east.
A member of the cleaning crew who is rather far off to your east.

< 601h/601H 333v/333V Pos: standing >
A Malevolent Pedestal in the Court of the Icess
   Evil emanates from this pedestal in massive waves that are so powerful, 
they are almost visible.  A feeling of pure terror hangs in the air 
proclaiming its presence with authority.  The white hot flame, changes color 
periodically, changing from bright white through all the shades of gray, and 
finally to black.  It stays in each color for only a second, and then fades 
to a new one.  Nothing else is here, only the pedestal and the mesmerizing 
flame.
Obvious exits: -North -East -South -West
A malevolant onyx pedestal throws darkness on the room.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 601h/601H 332v/333V Pos: standing >
The Northeastern Corner of the Court of the Icess
   This is the Court of the Icess.  At the north end of this court sits her 
throne, where she spends very little time these days.  The ceiling here is 
higher than average, but not cathedral proportions.  Ambient light is provided 
from a white hot flame atop an onyx pedestal in the center of the court.  The 
floor here is devoid of symbols unlike most of the castle.  The walls however 
do have banners bearing the symbol of Auril, but they are smaller than others 
in the castle.  It is apparent that this room is dedicated to someone other 
than the goddess Auril.  The court continues to the west and south.  A door 
leads to the north, and an arched portal leads east to the West Hall.
Obvious exits: -North# -East -South -West
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
One of the Archivist's understudies is taking a rest from the books. (casting) (Red Aura)
A proud member of the Court Patrol surveys his territory.(Red Aura)

< 601h/601H 330v/333V Pos: standing >
The door seems to be closed.

< 601h/601H 330v/333V Pos: standing >
Ok.

< 601h/601H 330v/333V Pos: standing >
You quickly scan the area.
A Human who is close by to your north.
A mountain lion who is close by to your north.
A member of the cleaning crew who is not far off to your east.
The snooty wife who is a brief walk away to your east.
A member of the Court Patrol who is rather far off to your east.
A guest of the banquet who is close by to your south.
A servant who is close by to your west.
A servant who is not far off to your west.

< 601h/601H 331v/333V Pos: standing >
A private in the Guard's Walk Patrol leaves west.

		Score information for Lazder

Level: 45   Race: Drider   Class: Anti-Paladin / Dark Knight Sex: Male
Hit points: 601(601)  Moves: 332(333)
Coins carried:    2 platinum    12 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 9 hours/ 18 minutes
Received data: 0.0150 MB this session.
Send data:     0.0002 MB this session.
Compression ratio: 75%
Title: La Resistance
Status:  Standing.
         Negative Shielded
HardCore pts:   +497.71
Epic points(total): 2140(2140) Current task: find runestone of The Prisons of Carthapia
Epic Bonus: Experience Bonus (0.53%)
Frags:   +0.30   Deaths:   0
Detecting:       Invisible Evil Good Life
Protected from:  All but High Circle Spells
Protected by:    Greater Spirit Ward Slow Poison
Enchantments:    Ultravision Farsee Fly Armor Haste Waterbreathing
Bartender Quests Remaining: 4
Combat Pulse:   17 Spell Pulse:  0.95 
Leaderboard Points:  497 

Active Spells:
--------------
detect invisibility (18 minutes)
ravenflight (56 minutes)
pantherspeed (57 minutes)
spirit armor (62 minutes)
hawkvision (26 minutes)
greater spirit ward (66 minutes)
battle ecstasy (13 minutes)
stone skin (2 minutes)


< 601h/601H 332v/333V Pos: standing >
The archivist's understudy stops invoking abruptly!

< 601h/601H 333v/333V Pos: standing >
A Frigid Viewing Chamber
   The walls here are covered by a second wall of ice bricks.  There is a 
drain in the floor for when the bricks melt.  Rebuilding the ice wall must be 
an almost daily chore, but it is necessary to maintain the frosty temperature 
needed to preserve the ice block standing in a protective stone case in the 
north wall.  The ice block encases the body of an younger woman, perhaps in 
her early thirties.  Her features are soft and subtle, though a force of 
undeniable malevolence dwells beneath the surface of her beauty.  She has a 
magnificent golden mane  hair that wraps over her right shoulder and rests 
on her breast plate.  She wears a full suit of sparkling blue earthstone armor 
that covers her from neck to toe.  The armor is full plate style, allowing for 
maximum movement and minimum weight.  The trim and plate edges are white, with 
a perfect white snowflake on the breast plate.  The gauntlets are made from 
the scales of a Remorhaz that have been colored blue and white.  The boots are 
thick white yeti hide plated with colored Remorhaz scales.  There is no helmet 
and no shield, a weapon is also missing though it does not look like she was 
frozen with any of these.  The only exit is to the south.
Obvious exits: -South
A dull granite plaque is embedded in the wall.
A Human (medium) stands in mid-air here. (camping) (Gold Aura)
A mountain lion walks through this mountain pass.

< 601h/601H 332v/333V Pos: standing >
Ok.

< 601h/601H 332v/333V Pos: standing >
You feel unholy power coursing through your limbs!
[Damage:  1 ] A halo of white light descends upon a Human burning your soul.
Your bash knocks a Human to the ground!
You dive at a Human skewering him with your Avernus life stealer.
[Damage: 55 ] 
< 634h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  small wounds >
 [Damage: 16 ] Your fine slash strikes a Human.
[Damage:  8 ] Your decent slash wounds a Human.
[Damage: 17 ] Your slash strikes a Human.

< 658h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  small wounds >
 A Human misses you.
You deflect a Human's blow and strike back at him!
[Damage: 14 ] Your fine slash strikes a Human.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  small wounds >
 [Damage: 12 ] Your slash strikes a Human.
You score a CRITICAL HIT!!!!!
[Damage: 38 ] Your slash strikes a Human hard.
[Damage:  8 ] Your decent slash wounds a Human.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  few wounds >
 You parry a Human's lunge at you.
You parry a Human's lunge at you.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  few wounds >
 Your improved dexterity grants you an additional attack!
[Damage:  7 ] Your slash wounds a Human.
[Damage:  7 ] Your crude slash wounds a Human.
[Damage:  7 ] Your crude slash wounds a Human.
[Damage:  5 ] Your weak slash wounds a Human.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  few wounds >
 A Human clambers to his feet.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sta EP:  few wounds >
 A Human ruins some of your scales with a well placed kick.

< 660h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sta EP:  few wounds >
 A Human misses you.
You parry a Human's lunge at you.
You parry a Human's lunge at you.

< 660h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A Human dodges your futile attack.
A Human parries your futile lunge at him.
A Human parries your futile lunge at him.
[Damage: 12 ] Your fine slash strikes a Human.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sta EP:  few wounds >
 A faint hum can be heard from Avernus the life stealer you are carrying.

< 660h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sta EP:  few wounds >
 You feel your skill in bash improving.
[Damage:  1 ] Your bash knocks a Human to the ground!

< 660h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  few wounds >
 You parry a Human's lunge at you.
You deflect a Human's blow and strike back at him!
You score a CRITICAL HIT!!!!!
[Damage: 38 ] Your impressive slash strikes a Human very hard.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage: 38 ] Your slash seriously wounds a Human.
[Damage: 19 ] Your fine slash strikes a Human hard.
[Damage:  5 ] Your weak slash wounds a Human.
[Damage: 18 ] Your fine slash strikes a Human hard.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  nasty wounds >
 You parry a Human's lunge at you.
A Human misses you.

< 661h/601H 332v/333V Pos: standing >
< T: Lazder TP: sta TC:excellent E: A Human sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
[Damage: 15 ] Your fine slash strikes a Human hard.
[Damage: 16 ] Your fine slash strikes a Human very hard.
Avernus, the life stealer glows brightly in your hands as it dives into a Human.
Avernus the life stealer draws the life force out of a Human, feeding energy to you.
[Damage: 153 ] A Human's the skinned hands of troll of agility was disintegrated by the negative energy!
A Human is dead! R.I.P.
You receive your share of experience.