The death of [35 MaUleR] Olyn The Empire (Dwarf)

in The Southern End of the Grand Foyer

from the perspective of [32 Shadowmage] Matikai Anarchy (Kobold)

<worn on head>       a dwarven-made hemp skull
<worn on eyes>       a bloody flesh visor
<worn in ear>        a platinum stud [superior] (illuminating)
<worn in ear>        a robin's tail feather (glowing) (illuminating)
<worn on face>       a salamander scale mask
<worn around neck>   a necklace of Drow testicles
<worn around neck>   a tight golden chain [superior]
<worn about body>    a robe of many colors
<worn as quiver>     an embroidered illithid-hide backsheath
<worn about waist>   a soft leather belt
<held as shield>     a small round wooden shield
<worn around wrist>  a silver band with blue stones
<worn around wrist>  some lily pads (illuminating)
<worn on hands>      some disease covered spiked talons
<worn on finger>     a silver ring encrusted with a black sapphire (humming)
<worn on finger>     a sun ring [superior] (glowing)
<worn on legs>       some leather leggings
<worn on feet>       some boots of forest running [superior]

   The Para-Elemental Plane of Smoke             (neutral)       
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (neutral)       
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (slightly evil) 
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (neutral)       
   The Forest City of Aravne                     (neutral)       
  *Plane of Fire                                 (slightly good) 
   Ruined Temple of Tezcatlipoca                 (slightly evil) 
   The Astral Plane                              (neutral)       
  *Jotunheim                                     (slightly good) 
  *The Transparent Tower                         (slightly evil) 
  *Krethik Keep                                  (evil)          
   Temple of the Earth                           (neutral)       
   Sea Kingdom                                   (neutral)       
   Plane of Earth                                (neutral)       
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (neutral)       
   The Forgotten Mansion                         (slightly good) 
   Domain of Lost Souls                          (neutral)       
   The Hall of Knighthood                        (neutral)       
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (neutral)       
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (neutral)       
   Ny'Neth                                       (neutral)       
  *Lost Temple of Tikitzopl                      (slightly good) 
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (neutral)       
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (neutral)       
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (neutral)       
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (neutral)       
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (neutral)       
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
Bisil gets a dark misty potion from his bottomless bag of the illithids.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
Bisil quaffs a dark misty potion.
Bisil looks vitalized.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
Nom starts casting a spell.

< 279h/279H 157v/157V Pos: standing >
Nul leaves west.
Bisil leaves west.
An air elemental leaves west.
An air elemental leaves west.
You follow Nul.

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 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 279h/279H 156v/157V Pos: standing >
Nul leaves west.
Bisil leaves west.
An air elemental leaves west.
An air elemental leaves west.
You follow Nul.

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 
A half-eaten sandwich lies here growing moldy.
A warm fur jacket is draped over a chair.
An oversized pair of black pants has been forgotten.
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 279h/279H 155v/157V Pos: standing >
You quickly scan the area.
Nom who is not far off to your east.

< 279h/279H 155v/157V Pos: standing >
You quickly scan the area.
Nom who is not far off to your east.
Nul leaves west.
Bisil leaves west.
An air elemental leaves west.
An air elemental leaves west.
You follow Nul.

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 #
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 279h/279H 154v/157V Pos: standing >
You quickly scan the area.
An ice elemental who is a brief walk away to your east.
Nom who is a brief walk away to your east.

< 279h/279H 155v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
An ice elemental who is not far off to your east.
Nom who is not far off to your east.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
An ice elemental who is close by to your east.
Nom who is close by to your east.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
An ice elemental who is close by to your east.
Nom who is close by to your east.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
An ice elemental who is close by to your east.
Nom who is close by to your east.

< 279h/279H 157v/157V Pos: standing >
Nom enters from the east.
An ice elemental enters from the east.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
Western Guard's Walk, North Wall
Obvious exits: -East  -West #
An ice elemental is here chilling the room. (minion) 
*Nom  Anarchy (Drow Elf)(medium) stands in mid-air here.
A globe of darkness floats near Nom's head.
A Void Elemental lurks here, phasing in and out of existence. (minion) 
A globe of darkness floats near a void elemental's head.
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >
You nod.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >
Western Guard's Walk, North Wall
Obvious exits: -East  -West #
An ice elemental is here chilling the room. (minion) 
*Nom  Anarchy (Drow Elf)(medium) stands in mid-air here.
A globe of darkness floats near Nom's head.
A Void Elemental lurks here, phasing in and out of existence. (minion) 
A globe of darkness floats near a void elemental's head.
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
You see nothing.
Nul opens the iron.

< 279h/279H 157v/157V Pos: standing >
You quickly scan the area.
The wraith of a sentinel private who is close by to your west.
The wraith of a sentinel private who is close by to your west.
A Centaur who is close by to your west.
A Dwarf who is close by to your west.
A Gnome who is close by to your west.
A lieutenant who is close by to your west.
Nul leaves west.
Bisil leaves west.
An air elemental leaves west.
An air elemental leaves west.
Nom leaves west.
An ice elemental leaves west.
You follow Nul.

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   
Puddles of fresh blood cover the ground.
The corpse of a lieutenant is lying here.
An ice elemental is here chilling the room. (minion) 
*Nom  Anarchy (Drow Elf)(medium) stands in mid-air here.
A globe of darkness floats near Nom's head.
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*Bisil  Anarchy (Kobold)(small) stands in mid-air here.
*Nul  Anarchy (Kobold)(small) stands in mid-air here.
The wraith of a sentinel private stands here. (minion) 
The wraith of a sentinel private stands here. (minion) 
A Centaur (large)  The Empire stands, floating here. (Casting) 
A Dwarf (medium)  The Empire stands, floating here, fighting a lieutenant.
A Gnome (small) stands here.
A lieutenant stands here, fighting a Dwarf.

< 279h/279H 156v/157V Pos: standing >
You quickly scan the area.
You see nothing.

< 279h/279H 156v/157V Pos: standing >
A Centaur completes his spell...
A Centaur utters the words 'iahjcandusg hajqp'
A Centaur gently touches a Dwarf's body, and his wounds begin to heal!

< 279h/279H 156v/157V Pos: standing >
Bisil gives an order to his followers.
Bisil snaps into visibility.
An air elemental snaps into visibility.
An air elemental's mass slams into a Gnome, knocking him to the ground!
The wraith of a sentinel private sneers in contempt.
The wraith of a sentinel private suddenly attacks Bisil!
The wraith of a sentinel private misses Bisil.
An air elemental snaps into visibility.
A Gnome avoids being bashed by an air elemental, who loses its balance and falls.

< 279h/279H 156v/157V Pos: standing >
An air elemental snaps into visibility.
An air elemental's feeble crush grazes a Gnome.
An air elemental's feeble crush grazes a Gnome.
An air elemental's feeble crush grazes a Gnome.
Nul starts casting a spell.

< 279h/279H 156v/157V Pos: standing >
A Dwarf attempts to flee.
A Dwarf tries to flee, but can't make it out of here!
A Centaur gets a few coins from the corpse of a lieutenant.

< 279h/279H 156v/157V Pos: standing >
A Centaur puts a pile of coins into a large leather backpack.

< 279h/279H 156v/157V Pos: standing >
An air elemental blocks a Gnome's lunge at it.
An air elemental blocks a Gnome's lunge at it.
A lieutenant dodges a Dwarf's attack.
A Dwarf's crush strikes a lieutenant.
A Dwarf misses a lieutenant.
Nom starts casting an offensive spell.
Nom snaps into visibility.

< 279h/279H 156v/157V Pos: standing >
A Dwarf attempts to flee.
A Dwarf leaves south.

< 279h/279H 156v/157V Pos: standing >
The wraith of a sentinel private fades from your mortal viewing...
You start chanting...
You snap into visibility.

< 279h/279H 156v/157V Pos: standing >
The wraith of a sentinel private suddenly attacks an air elemental!
The wraith of a sentinel private snaps into visibility.
The wraith of a sentinel private misses an air elemental.
The wraith of a sentinel private misses Bisil.

< 279h/279H 156v/157V Pos: standing >
Nom completes his spell...
Nom utters the words 'uqz gsutzg'
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
The wraith of a sentinel private dodges Bisil's attack.
The wraith of a sentinel private dodges Bisil's attack.

< 279h/279H 156v/157V Pos: standing >
Nul completes his spell...
Nul utters the words 'xarr ay ufai'
A Centaur trots south.

< 279h/279H 156v/157V Pos: standing >
Bisil starts casting a spell.

< 279h/279H 156v/157V Pos: standing >
An air elemental's feeble crush grazes a Gnome.
An air elemental's crush grazes a Gnome.
An air elemental's feeble crush grazes a Gnome.

< 279h/279H 157v/157V Pos: standing >
You complete your spell...
[Damage: 78 ] -=[Your giant fist of force causes a Gnome to stagger in agony!]=-
A Dwarf enters from the south.

< 279h/279H 157v/157V Pos: standing >
A Dwarf avoids being bashed by a lieutenant, who loses his balance and falls.

< 279h/279H 157v/157V Pos: standing >
Nom starts casting an offensive spell.
Nom snaps into visibility.

< 279h/279H 157v/157V Pos: standing >
A Dwarf parries a lieutenant's lunge at him.

< 279h/279H 157v/157V Pos: standing >
An air elemental blocks a Gnome's lunge at it.
An air elemental blocks a Gnome's lunge at it.

< 279h/279H 157v/157V Pos: standing >
Nom snaps into visibility.
A Dwarf attempts to flee.
A Dwarf tries to flee, but can't make it out of here!

< 279h/279H 157v/157V Pos: standing >
An air elemental blocks the wraith of a sentinel private's lunge at it.
An air elemental snaps into visibility.

< 279h/279H 157v/157V Pos: standing >
Nom completes his spell...
Nom utters the words 'uqz gsutzg'
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
A Gnome's pair of mailed yeti hide boots [superior] is weakened from the intense cold!
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
Nom stretches out his hand, unleashing a torret of razor sharp ice toward a Gnome!
Bisil completes his spell...
Bisil utters the words 'wuffaf uwaoz'
A spitting image of Bisil suddenly rises from the ground!
A spitting image of Bisil suddenly rises from the ground!
A spitting image of Bisil suddenly rises from the ground!
A spitting image of Bisil suddenly rises from the ground!
Bisil dodges the wraith of a sentinel private's attack.
You start chanting...

< 279h/279H 157v/157V Pos: standing >
Bisil misses the wraith of a sentinel private.
The wraith of a sentinel private dodges Bisil's attack.
Nul closes the iron.

< 279h/279H 157v/157V Pos: standing >
A Dwarf attempts to flee.
Oof! a Dwarf bumps into a massive wall of iron...
A Dwarf tries to flee, but can't make it out of here!
Sparkling magic surrounds Nul as he begins his chant.
Nul starts casting a spell.

< 279h/279H 157v/157V Pos: standing >
Casting: fireball 

< 279h/279H 157v/157V Pos: standing >
You complete your spell...
[Damage: 88 ] -=[You throw a fireball at a Gnome and have the satisfaction of seeing him enveloped in flames.]=-
A Gnome's tarnished granite belt melted from the intense heat!
The wraith of a sentinel private stops following a Gnome.
The wraith of a sentinel private stops following a Gnome.
A Gnome is dead! R.I.P.
You receive your share of experience.
You raise a level!
Your guild gained prestige!
The smell of fresh blood enters your body, infusing you with power!
You just gained 0.25 frags!
Your guild gained prestige!
You have gained 124 epic points.
A look of horror and a silent scream are a Gnome's last actions in this world.
A Dwarf stops following a Gnome.
A Dwarf's crush strikes a lieutenant.
A Dwarf's impressive crush strikes a lieutenant.
A Dwarf's fine crush wounds a lieutenant.
Bisil gives an order to his followers.

< 284h/284H 157v/157V Pos: standing >
An air elemental fades from your mortal viewing...
A Dwarf attempts to flee.
Oof! a Dwarf bumps into a massive wall of iron...
A Dwarf tries to flee, but can't make it out of here!

< 284h/284H 157v/157V Pos: standing >
Bisil gets a small pile of coins from the corpse of Mulk.

< 284h/284H 157v/157V Pos: standing >
A Dwarf attempts to flee.
A Dwarf tries to flee, but can't make it out of here!

< 284h/284H 157v/157V Pos: standing >
You failed.

< 284h/284H 157v/157V Pos: standing >
Nul completes his spell...
Nul utters the words 'xarr ay ufai'
It appears to be the corpse of Mulk.
[3] a glowing quill (glowing)
a pair of protective eyelets [superior]
the starseed nebula [superior] (invis) (illuminating)
the skinned hands of a troll [poor]
a pair of mailed yeti hide boots [superior]
a warm pair of fur pants
a large black apron
an unique obsidian badge
a well-used stone wristguard
a light ivory shield
a glittering obsidian skull
a burnt silver amulet
a necklace of the Emissary
a purple earthstone ring
[2] a large leather backpack
an iron shovel
[2] a spellbook

< 284h/284H 157v/157V Pos: standing >
A Dwarf parries a lieutenant's lunge at him.
A Dwarf attempts to flee.
A Dwarf tries to flee, but can't make it out of here!
the corpse of Mulk does not contain the coins.

< 284h/284H 157v/157V Pos: standing >
You don't have anything to put in it.

< 284h/284H 157v/157V Pos: standing >
An air elemental fades from your mortal viewing...
An air elemental clambers to its feet.

< 284h/284H 157v/157V Pos: standing >
A Dwarf attempts to flee.
A Dwarf leaves south.

< 284h/284H 157v/157V Pos: standing >
You failed.

< 284h/284H 157v/157V 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
Puddles of fresh blood cover the ground.
[2] The corpse of a private in the Guard's Walk Patrol is lying here.

< 284h/284H 156v/157V 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

< 284h/284H 155v/157V 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, while an iron 
door leads east.
Obvious exits: -North -East # -South

< 284h/284H 154v/157V Pos: standing >
Southern Guard's Walk, West Wall
   This, the west wall, is in the most danger of assault.  It faces one of the 
edges of the cliff, and no army with a half-way decent commander would launch 
a frontal assault against a castle such as this.  These two things alone put 
it at great risk.  Having forseen this, whoever designed the castle allowed 
for large arrow slats to be built into the wall.  Post construction iron 
covers have been added to keep out the cold.  Through the wide slats, the 
other edge of the cliff is visible despite the constant snow.  The hall 
continues north and south.
Obvious exits: -North -South

< 284h/284H 153v/157V Pos: standing >
Southern Guard's Walk, West Wall
   This, the west wall, is in the most danger of assault.  It faces one of the 
edges of the cliff, and no army with a half-way decent commander would launch 
a frontal assault against a castle such as this.  These two things alone put 
it at great risk.  Having forseen this, whoever designed the castle allowed 
for large arrow slats to be built into the wall.  Post construction iron 
covers have been added to keep out the cold.  Through the wide slats, the 
other edge of the cliff is visible despite the constant snow.  The hall 
continues north and south.
Obvious exits: -North -South

< 284h/284H 152v/157V Pos: standing >
Southern Guard's Walk, West Wall
   This, the west wall, is in the most danger of assault.  It faces one of the 
edges of the cliff, and no army with a half-way decent commander would launch 
a frontal assault against a castle such as this.  These two things alone put 
it at great risk.  Having forseen this, whoever designed the castle allowed 
for large arrow slats to be built into the wall.  Post construction iron 
covers have been added to keep out the cold.  Through the wide slats, the 
other edge of the cliff is visible despite the constant snow.  The hall 
continues north, and to the south is an iron door.
Obvious exits: -North -South

< 284h/284H 152v/157V 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 
thicess 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 north and to the east.
Obvious exits: -North -East  -Up   
[2] The corpse of a lieutenant is lying here.
A Dwarf (medium)  The Empire stands, floating here.

< 284h/284H 151v/157V Pos: standing >
Alas, you cannot go that way. . . .

< 284h/284H 151v/157V Pos: standing >
A Dwarf leaves east.
Alas, you cannot go that way. . . .

< 284h/284H 152v/157V Pos: standing >
Western Guard's Walk, South Wall
   This being the front wall of the castle, there are no windows or arrow 
slats on the outside wall.  The only interesting feature in this section of 
the guard's walk is the floor.  Unlike the rest of the guard's walk, there is 
no path worn down the center.  The floor seems to have been replaced with 
newer stone, and subsequently glazed over with grout.  Large puddles of water 
collect against the inner wall, fed by thin streams running down the wall.  
The source of the leak is not apparent, but it seems to affect the entire 
length of the inner wall.  It continues to the east and an iron door lies to 
the west.
Obvious exits: -East  -West 

< 284h/284H 153v/157V Pos: standing >
Western Guard's Walk, South Wall
   This being the front wall of the castle, there are no windows or arrow 
slats on the outside wall.  The only interesting feature in this section of 
the guard's walk is the floor.  Unlike the rest of the guard's walk, there is 
no path worn down the center.  The floor seems to have been replaced with 
newer stone, and subsequently glazed over with grout.  Large puddles of water 
collect against the inner wall, fed by thin streams running down the wall.  
The source of the leak is not apparent, but it seems to affect the entire 
length of the inner wall.  It continues east and west.
Obvious exits: -East  -West 

< 284h/284H 153v/157V Pos: standing >
Western Guard's Walk, South Wall
   This being the front wall of the castle, there are no windows or arrow 
slats on the outside wall.  The only interesting feature in this section of 
the guard's walk is the floor.  Unlike the rest of the guard's walk, there is 
no path worn down the center.  The floor seems to have been replaced with 
newer stone, and subsequently glazed over with grout.  Large puddles of water 
collect against the inner wall, fed by thin streams running down the wall.  
The source of the leak is not apparent, but it seems to affect the entire 
length of the inner wall.  It continues to the west and an iron door lies to 
the east.
Obvious exits: -East  -West 

< 284h/284H 152v/157V Pos: standing >
The Guards Observatory
   From this vantage point, with the aid of the barred window in the door, the 
guards can screen everyone entering the castle through the main gate.  The 
room is furnished only with several torch sconces and a water barrel in one 
corner.  There is a stool next to the door, however it looks rather 
uncomfortable.  The ceiling here is lower than normal giving the room a 
cramped feeling.  A long hallway leads west, and the Grand Foyer is accessible 
to the east through a door.  There is a second door in the north wall.
Obvious exits: -North# -East  -West 
A beautiful ruby belt buckle lies here on the ground.
[2] The corpse of a sentinel private is lying here.
A suit of blue and white banded mail stands against the wall.

< 284h/284H 151v/157V 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 

< 284h/284H 151v/157V 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 Dwarf (medium)  The Empire stands, floating here.

< 284h/284H 150v/157V Pos: standing >
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 
A private in the Guard's Walk Patrol marches back and forth.

< 284h/284H 149v/157V Pos: standing >
You failed.

< 284h/284H 150v/157V 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 Dwarf (medium)  The Empire stands, floating here.

< 284h/284H 149v/157V Pos: standing >
You start chanting...

< 284h/284H 150v/157V Pos: standing >
Nul enters from the west.
Nom enters from the west.
An ice elemental enters from the west.

< 284h/284H 151v/157V Pos: standing >
Casting: fireball 

< 284h/284H 151v/157V Pos: standing >
You complete your spell...
[Damage: 175 ] -=[You throw a fireball at a Dwarf and have the satisfaction of seeing him enveloped in flames.]=-

< 284h/284H 151v/157V Pos: standing >
Nom starts casting an offensive spell.
Nom snaps into visibility.
Nul suddenly attacks a Dwarf!
Nul snaps into visibility.
Nul misses a Dwarf.

< 284h/284H 152v/157V Pos: standing >
A Dwarf attempts to flee.
A Dwarf leaves north.
You failed.

< 284h/284H 153v/157V Pos: standing >
Nom completes his spell...
Nom utters the words 'lightning bolt'
You failed.

< 284h/284H 153v/157V Pos: standing >
A Dwarf enters from the north.

< 284h/284H 154v/157V Pos: standing >
Nom starts casting an offensive spell.
Nom snaps into visibility.

< 284h/284H 154v/157V 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.
(Q)A meekly dressed servant of the castle lowers her head in your presence.

< 284h/284H 154v/157V 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 Dwarf (medium)  The Empire stands, floating here.
A Void Elemental lurks here, phasing in and out of existence. (minion) 
A globe of darkness floats near a void elemental's head.
An ice elemental is here chilling the room. (minion) 
Nom  Anarchy (Drow Elf)(medium) stands in mid-air here.
Nul  Anarchy (Kobold)(small) stands in mid-air here.

< 284h/284H 154v/157V Pos: standing >
You start chanting...

< 284h/284H 154v/157V Pos: standing >
Nom starts casting an offensive spell called 'lightning bolt'.
Nom snaps into visibility.

< 284h/284H 155v/157V Pos: standing >
Casting: fireball 

< 284h/284H 155v/157V Pos: standing >
You complete your spell...
[Damage: 189 ] -=[You throw a fireball at a Dwarf and have the satisfaction of seeing him enveloped in flames.]=-
A Dwarf fills with BloodLust

< 284h/284H 156v/157V Pos: standing >
Nom snaps into visibility.
Nom completes his spell...
Nom utters the words 'diesilla barh'
A Dwarf wavers under the impact of the lightning bolt sent by Nom.
A Dwarf's soldiers belt exploded spreading charges of electrical energy!
A Dwarf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!