The death of [46 Psycheporter] Thaners |--The Council of MaDMeN--| (Githzerai)

in A Dark Room, Filled With Rusty Weapons

from the perspective of [51 Spiritualist] Bars Brewed in Blood (Shade)

<worn as a badge>    a frost dragon's eye [superior] with a strange dark bloodstone (glowing) [70%]
<worn on head>       the magnificent crown of the forest [poor] (magic) (glowing) [48%]
<worn on eyes>       some catseye inventor's goggles of dexterity (magic) (glowing)
<worn in ear>        a brightly flaming earring [76%]
<worn in ear>        a butterfly earring (magic) (glowing) (illuminating) [63%]
<worn on face>       a splintered dragon scale [superior] [77%]
<worn around neck>   a well-used stone torque from Plane of Air [71%]
<worn around neck>   a glowing electrum pendant from Plane of Air [84%]
<worn on body>       the flowing robes of vitality [superior] (magic) (glowing) [75%]
<worn about body>    the robes of the maelstrom
<worn on back>       a double-buckled Alatorin backpack [35%]
<worn as quiver>     a silken backsheath of flight (magic)
<worn about waist>   the spiked circles of bloodletting (humming) [70%]
<worn on belt buckle>a dreamcasters scepter of stars [poor]
<worn on arms>       some icy dragonscale vambraces from Plane of Air [27%]
<held as shield>     the shield of the earthwyrm [superior] (magic) [55%]
<worn around wrist>  a bracelet of influence [superior] (magic) [70%]
<worn around wrist>  a frozen dragonscale bracelet from Plane of Air [82%]
<worn on hands>      the gloves of immolation (glowing)
<worn on finger>     a ring called 'Soulcatcher' (invis)
<worn on finger>     a ring called 'Soulcatcher' of agility
<held>               the totem of Mox (magic) (humming)[197h 25m 55s]
<worn on legs>       some gleaming iron pants from Plane of Air [56%]
<worn on feet>       the boots of speed [superior] (magic) [80%]


< 649h/649H 262v/263V Pos: standing >
In a Sandy Area
   The walkway opens up into a large courtyard, in the center of which are the
stands where prisoners are disciplined. Those races that like to eat flesh can
be found here any time of day or night, looking for those who have been placed
on the stocks, as when they are, they become fair game for any who pass.  When
they were set up, the intent was to humiliate those who were caught breaking a
law, but now, those placed in the stocks are simply fresh meat.
Obvious exits: -North -East  -West 
A gnome female strolls past.
A dung beetle trudges across the sands.
*A female drow watches all that pass.(Red Aura)
A withered bird creeps past.(Red Aura)

< 649h/649H 261v/263V Pos: standing >
At a Walkway by an Open Sandy Area
   To the north are the stocks where those who break the laws of the town are
punished.  To the east and west, the walkway continues through huts and shops
while to the south it goes past many doors on the way to the town gates.  The
dark keep where the lord of the town lives looms past the courtyard where the
stocks stand.  Above the huts to the west can be seen the shelter built above
the inn.
Obvious exits: -North -East  -South -West 
A male storm giant scrutinzes everything around him.
A female duergar struts along the walkway.(Red Aura)
A withered bird creeps past.(Red Aura)

< 649h/649H 260v/263V Pos: standing >
At the Corner of an Open Sandy Area
   The walkway opens up into a large courtyard, in the center of which are the
stands where prisoners are disciplined. Those races that like to eat flesh can
be found here any time of day or night, looking for those who have been placed
on the stocks, as when they are, they become fair game for any who pass.  When
they were set up, the intent was to humiliate those who were caught breaking a
law, but now, those placed in the stocks are simply fresh meat.
Obvious exits: -North -East  -South# -West 
An aggravating do-gooder struts his tiny tush down the walkway.
A grey elf woman looks down as she walks along the walkway.

< 649h/649H 259v/263V Pos: standing >
On a Sandy Walkway
   To the west is the corner of the courtyard in front of the dark keep.  To
the east the walkway goes back into an area of shops and huts.  Several huge
withered trees grow in this area, making the canopy that provides protection
from the sun even denser.  Deep croaking sounds come from the canopy, making
it seem like the withered birds are nesting up there.
Obvious exits: -East  -West 
A human man strides along, whistling.

< 649h/649H 259v/263V Pos: standing >
At the Corner of an Open Sandy Area
   The walkway opens up into a large courtyard, in the center of which are the
stands where prisoners are disciplined. Those races that like to eat flesh can
be found here any time of day or night, looking for those who have been placed
on the stocks, as when they are, they become fair game for any who pass.  When
they were set up, the intent was to humiliate those who were caught breaking a
law, but now, those placed in the stocks are simply fresh meat.
Obvious exits: -North -East  -South# -West 
An aggravating do-gooder struts his tiny tush down the walkway.
A grey elf woman looks down as she walks along the walkway.

< 649h/649H 260v/263V Pos: standing >
At a Walkway by an Open Sandy Area
   To the north are the stocks where those who break the laws of the town are
punished.  To the east and west, the walkway continues through huts and shops
while to the south it goes past many doors on the way to the town gates.  The
dark keep where the lord of the town lives looms past the courtyard where the
stocks stand.  Above the huts to the west can be seen the shelter built above
the inn.
Obvious exits: -North -East  -South -West 
A male storm giant scrutinzes everything around him.
A female duergar struts along the walkway.(Red Aura)
A withered bird creeps past.(Red Aura)

< 649h/649H 260v/263V Pos: standing >
A Sandy Walkway
   To the north, the walkway opens up into the courtyard in front of the dark
keep where there lord of the town lives.  To the south, the walkway continues
between shops and huts, eventually leading to the gates of the town.  Strange
withered trees grow at random intervals along the walkway, and their branches
have laced together to form a protective canopy that blocks out all sunlight.
Obvious exits: -North -South
A female ogre stands watching all around suspiciously.(Red Aura)
A withered bird creeps past.(Red Aura)

< 649h/649H 259v/263V Pos: standing >
On a Sandy Walkway
   To the west is the hut where the barbarians live.  A thick plume of smoke
rises out of the hole they have knocked in the roof of the hut.  To the east
is a narrow alley running between the wood shop, and the shared mage/general
store.  To the north, the walkway continues toward the dark keep, and to the
south it goes past shops and huts, eventually leading to the town gates.
Obvious exits: -North -East  -South -West #
A male centaur trots along the walkway.
A githyanki child stares at those who pass with unnerving intensity.(Red Aura)

< 649h/649H 259v/263V Pos: standing >
On a Sandy Walkway
   To the east is the entrance to the wood shop.  The walkway continues toward
the dark keep in the north and past shops and huts to the south as it leads to
the town gate.  Withered trees grow at random intervals along the walkway, and
their branches tangle together to form a protective canopy that blocks out all
sunlight, for which many of the races that live here are very grateful.
Obvious exits: -North -East # -South

< 649h/649H 259v/263V Pos: standing >
An Intersection on a Sandy Walkway
   To the west is an alley that connects to the walkway containing the Lair
of the Lecherous Leech.  To the north the walkway continues toward the dark
keep while to the south it leads toward the town gates.  The east door goes
into the Bloody Bowels Tavern, where loud noises can be heard.
Obvious exits: -North -East # -South -West 
A duergar male lurks in the shadows.(Red Aura)
An adult thri-kreen moves along the walkway.(Red Aura)

< 649h/649H 258v/263V Pos: standing >
On a Sandy Walkway
   To the west is the hut where the centaurs live, while to the east is the
aldhemist shop.  Signs for various shops line the walkway both to the north
and south with the Bloody Bowels Tavern just to the north.  The dark keep's
high walls loom above the town in the far north, but the odd withered trees
that shelter the town from the sunshine grow even higher than the wall.
Obvious exits: -North -East # -South -West #
A male githyanki  stalks along the walkway, glowering.(Red Aura)

< 649h/649H 258v/263V Pos: standing >
A Sandy Walkway
   To the east is The Cow's Hide, a leather shop.  The walkway continues both
north and south, going past shops and huts.  In the far north stands the dark
keep where the lord of the town is.  The walkway is busy as people of varying
races move about doing their shopping, even those races who are sworn enemies
co-existing peacefully.
Obvious exits: -North -East # -South
A female duergar struts along the walkway.(Red Aura)
A centaur child trots past.
A male orc shuffles past.(Red Aura)

< 649h/649H 258v/263V Pos: standing >
A Sandy Walkway
   The ground here is covered with a sand that looks like it has been stained
red with dried blood.  To the west and north, the walkway is lined with small
stone huts.  In the far north a sign is hanging on one of the buildings, with
the words 'The Bloody Bowels Tavern'.  To the south, the walkway takes a turn
to the east, going back toward the gates.
Obvious exits: -North -South -West 
A dung beetle trudges across the sands.
A human child wanders around humming.

< 649h/649H 257v/263V Pos: standing >
A Sandy Walkway
   The walkway that is covered with sand the color of dried blood goes to the
north and to the east, going through stone huts and other buildings. The town
is encircled by high stone walls, giving those that live in it some semblence
of security.  People from a wide variety of races move along the walkway, all
of them living in an uneasy peace.
Obvious exits: -North -East 
A human child wanders around humming.
A male gnome stands nodding to himself.

< 649h/649H 257v/263V Pos: standing >
A human child leaves north.
Alas, you cannot go that way. . . .

< 649h/649H 258v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 649h/649H 258v/263V Pos: standing >
A Sandy Walkway by the Gates
   To the north, the side of a building blocks the way, but the sandy walkway
goes around it, both to the east and the west.  To the south, tall gates made
from a black stone offer the only way through the thick walls surrounding and
protecting this place.  A wide variety of races of people are on the walkway,
but they all seem to tolerate those that live here.
Obvious exits: -East  -South# -West 
A male githyanki  stalks along the walkway, glowering.(Red Aura)
An annoying do-gooder dashes about the town.
A human woman walks past, searching for her child.(Red Aura)
A troll child runs along the walkway.(Red Aura)

< 649h/649H 259v/263V Pos: standing >
The gates seems to be closed.

< 649h/649H 259v/263V Pos: standing >
A troll child leaves west.

< 649h/649H 261v/263V Pos: standing >
Ok.

< 649h/649H 262v/263V Pos: standing >
Standing Before Huge Gates
   Thick granite gates block access to the Dark Keep to the north while to the
south the walkway leads back out away from the Keep.  Plants that appear to be
withered and dead have been grown to form a high canopy over the walkway.  All
of the accursed sunlight is blocked by this thick growth, though rustling that
comes from the plants can be a bit unnerving.
Obvious exits: -North -South
A striped mongoose runs through the sand.
A jittery thri-kreen watches around the gates.(Red Aura)
A bored troll stands at the gate, picking his nose as he watches people pass.(Red Aura)
An ogre stands at the gate, snarling at all that pass.(Red Aura)
A proud barbarian woman stands at the gate.(Red Aura)

< 649h/649H 262v/263V Pos: standing >
Ok.

< 649h/649H 262v/263V Pos: standing >
On a Sandy Walkway
   To the north, the sandy walkway continues toward the Dark Keep while to the
west it leads away from the area. The sand that covers the ground is the color
of dried blood.  Tracks from small animals cross the walkway, going from bases
of plants that seem withered and dead on one side of the walkway to the other.
These plants have been cultivated to create a high canopy which blocks out all
of the accursed sunshine from this place.
Obvious exits: -North -East 
A desert squirrel darts along the walkway.
A vicious sand viper slithers through the desert sands.(Red Aura)

< 649h/649H 260v/263V Pos: standing >
On a Sandy Walkway
   To the south, the walkway leads away from the Dark Keep, while to the west
it goes toward it.  The ground is covered with sand the color of dried blood.
Tall plants that seem to be withered and dead have been used to create a high
canopy which blocks out the cursed sunlight.  Rustling sounds come from these
plants, even when no small creatures are in sight.
Obvious exits: -South -West 
A female storm giant strides past.
A desert squirrel darts along the walkway.
A dung beetle trudges across the sands.

< 649h/649H 258v/263V Pos: standing >
On a Sandy Walkway
   The sandy walkway continues toward the Dark Keep to the north, and back out
to the east.  Tall plants that appear withered and dead form a high ceiling to
block out the sunshine even on the sunniest of days. Tracks of small creatures
cross the walkway that is the color of dried blood, disappearing into the base
of the plants.
Obvious exits: -North -East 
A desert squirrel darts along the walkway.
A human woman walks past, searching for her child.(Red Aura)

< 649h/649H 257v/263V Pos: standing >
On a Sandy Walkway
   Sand the color of dried blood covers the ground of this walkway, while tall
plants that appear to be withered and dead have been cultivated to form a high
ceiling that completely blocks the cursed sunlight.  The carcass of a mongoose
lies on the side of the walkway, drained of its vital fluids.  To the west the
walkway goes toward the Dark Keep, while to the south it leads back out.
Obvious exits: -South -West 
A desert squirrel darts along the walkway.

< 649h/649H 256v/263V Pos: standing >
On a Sandy Walkway
   Tall plants that appear to be dead form a high ceiling that blocks all of
the bright sunlight, creating an oasis of darkness.  Sand the color of dried
blood covers the walkway.  To the south, the blessed darkness ends where the
vegetation tunnel stops, while to the north the walkway continues toward the
Dark Keep.
Obvious exits: -North -South
A female storm giant strides past.
A striped mongoose runs through the sand.
A scowling female orc stomps past.(Red Aura)

< 649h/649H 254v/263V Pos: standing >
Alas, you cannot go that way. . . .

< 649h/649H 255v/263V Pos: standing >
On a Sandy Walkway
   The walkway is made of sand that is the color of dried blood.  Tall plants
that look withered and dead have been cultivated to form a high ceiling which
blocks out the harsh sunlight.  Even on the sunniest of days, it remains dark
along this walkway.  In the distance, the high walls of the Dark Keep rise up
from the sands, but sight of it is lost when entering the vegetation tunnel.
Obvious exits: -North -South
A dung beetle trudges across the sands.
A dung beetle trudges across the sands.

< 649h/649H 254v/263V Pos: standing >
A dung beetle leaves north.

< 649h/649H 254v/263V Pos: standing >
 
   .......^^    
  .......^^     
 ...^^..^^^     
 .....^^^^      
 ......@^^      
 ..^...^^^      
 .^^....^^      
  ^.....^^      
   ....^^       
Sand Dunes of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 254v/263V Pos: standing >
 
   ........^    
  ^.......^^    
 ^...^^..^^^    
 ......^^^^     
 ......@^^^     
 ...^...^^^     
 ..^^....^^     
  ^^.....^^     
   .....^^      
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 
A piece of white wood, twisted strangely, is laying here.
Scouring the sands for carrion, this desert vulture cruises through the air.

< 649h/649H 254v/263V Pos: standing >
 
   ......^.^    
  ^........^^   
 ^^.......^^    
 ^...^^..^^^    
 ......@^^^     
 .......^^^     
 ...^...^^^     
  .^^....^^     
   ^.....^^     
Sand Dunes of the Calimshan Desert
Obvious exits: -North -South -West 

< 649h/649H 253v/263V Pos: standing >
 
   ^...^.^..    
  ^......^.^^   
 ^^........^^   
 ^^.......^^    
 ^...^^@.^^^    
 ......^^^^     
 .......^^^     
  ..^...^^^     
   ^^....^^     
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 252v/263V Pos: standing >
 
   ^^....^^.    
  ^^...^.^..^   
 M^......^.^^   
 ^^........^^   
 ^^....@..^^    
 ^...^^..^^^    
 ......^^^^     
  ......^^^     
   .^...^^^     
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 250v/263V Pos: standing >
 
   M^^....^.    
  M^^....^^.M   
 M^^...^.^..^^  
 M^......^.^^   
 ^^....@...^^   
 ^^.......^^    
 ^...^^..^^^    
  .....^^^^     
   .....^^^     
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 249v/263V Pos: standing >
 
   MM^......    
  MM^^....^..   
 MM^^....^^.M^  
 M^^...^.^..^^  
 M^....@.^.^^   
 ^^........^^   
 ^^.......^^    
  ...^^..^^^    
   ....^^^^     
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 248v/263V Pos: standing >
 
   MMM.....^    
  MMM^.......   
 MMM^^....^..^  
 MM^^....^^.M^  
 M^^...@.^..^^  
 M^......^.^^   
 ^^........^^   
  ^.......^^    
   ..^^..^^^    
Sand Dunes of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 246v/263V Pos: standing >
 
   MMM^.....    
  MMMM.....^.   
 MMMM^.......^  
 MMM^^....^..^  
 MM^^..@.^^.M^  
 M^^...^.^..^^  
 M^......^.^^   
  ^........^^   
   .......^^    
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 245v/263V Pos: standing >
 
   ^MMM^....    
  ^MMM^......   
 ^MMMM.....^..  
 MMMM^.......^  
 MMM^^.@..^..^  
 MM^^....^^.M^  
 M^^...^.^..^^  
  ^......^.^^   
   ........^    
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 244v/263V Pos: standing >
 
   ^^MMM^^..    
  ^^MMM^.....   
 ^^MMM^......M  
 ^MMMM.....^..  
 MMMM^.@.....^  
 MMM^^....^..^  
 MM^^....^^.M^  
  ^^...^.^..^   
   ......^.^    
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 242v/263V Pos: standing >
 
   .^^M^M^^.    
  .^^MMM^^...   
 ^^^MMM^......  
 ^^MMM^......M  
 ^MMMM.@...^..  
 MMMM^.......^  
 MMM^^....^..^  
  M^^....^^.M   
   ^...^.^..    
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 241v/263V Pos: standing >
 
   ..^^M^M^^    
  ..^^MMM^^..   
 ^^^^MMM^.....  
 .^^MMM^......  
 ^^MMMM@....^.  
 MMMMM^.......  
 MMMM^^....^..  
  MM^^....^^.   
   ^^...^.^.    
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East  -South -West 

< 649h/649H 240v/263V Pos: standing >
Entrance to the Savannah of Sorrow
   The Savannah of Sorrow begins here, a landscape within the desert
unlike any other.  The Savannah stretches out around several
mountains, rocky cliffs and overhangs offer perches for the mystical
wildlife that inhabit the area.  From all over the world people
come to this location in search of riches and adventures and risk
life and limb at a chance to descend below the plains and into
the infamous Pits of Cerberus.  A large sign is planted in the
dirt here.
Obvious exits: -North -East  -South
A large sign is hammered into the ground here.
A cactus grows in the soil here.

< 649h/649H 242v/263V Pos: standing >
You start chanting...

< 649h/649H 249v/263V Pos: standing >
Casting: spirit jump 

< 649h/649H 252v/263V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Wide Swath of Plain
   The plains extend lazily east-to-west here, bounded to the north and south
by extremely dense jungle. The corridor is quite wide, perhaps five hundred
paces. To the east, the grasses take on an unusual blond tint, and the shapes
of distant animals can be seen roaming the veldt.
   There seems to be a strange pattern in the grass here, a change in
coloration that is too regular to be the product of chance.
Obvious exits: -East  -West 
A small piece of hide has been left here.
A key lies here.
(Q)Luncke BIG and DUMB *-*Clan RocChaser*-* stands here.
(Q)Ange de Morte *-*Clan RocChaser*-* stands here.
(Q)Kylian Brightstar *-*Clan RocChaser*-* stands here.
(Q)Dromis, the ancient elven sage, looks for inspiration here.

< 649h/649H 254v/263V Pos: standing >
Luncke lets loose with a powerful SCREAM!!
Kylian Brightstar becomes alert and ready to fight.
Ange de Morte becomes alert and ready to fight.
Luncke becomes alert and ready to fight.
You sit down and relax.

< 649h/649H 262v/263V Pos: sitting >
You have memorized the following spells:
(11th circle)  1 - guardian spirits
(10th circle)  3 - restoration
               1 - etherportal
( 9th circle)  5 - arieks shattering iceball
( 8th circle)  1 - corrosive blast
               2 - spirit jump
               1 - tormenting spirits
( 7th circle)  5 - greater soul disturbance
               1 - elephantstrength
( 6th circle)  2 - wellness
               5 - greater mending
( 5th circle)  8 - molten spray
( 4th circle)  1 - pantherspeed
               1 - summon beast
               1 - hawkvision
               6 - mending
( 3rd circle)  5 - scalding blast
               3 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle)  5 - flameburst
               5 - lesser mending
( 1st circle) 10 - ice missile
               1 - spirit armor

And you are currently memorizing the following spells:
    2 seconds:  ( 8th) spirit jump

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

< 649h/649H 263v/263V Pos: sitting >
You start meditating...

< 649h/649H 263v/263V Pos: sitting >
You have finished memorizing spirit jump.
You snap out of your meditative trance, memorization complete.

< 649h/649H 263v/263V Pos: sitting >
You clamber to your feet.

< 649h/649H 263v/263V Pos: standing >
You are already about as tense as you can get.

< 649h/649H 263v/263V Pos: standing >
You start chanting...

< 649h/649H 263v/263V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
The First Floor Guard Room
   The guard of the first floor has been given this small,
closet-sized room.  The first floor guard appears to be a
troll of some occupation.  This room is barely big enough for
this troll to live in, and is frequently seen roaming the
hallways instead of staying in his crampt room.  The walls of
the room are solid rock, and there are some furs in the corner
for the troll to sleep on.  In addition, there are several
corpses of various races that the troll has eaten.
Obvious exits: -West 
A Githzerai (medium)  |--The Council of MaDMeN--| stands in mid-air here.
Flog, the troll guardian sits in his small room.(Red Aura)

< 649h/649H 263v/263V Pos: standing >
You start chanting...
You snap into visibility.

< 649h/649H 263v/263V Pos: standing >
A Githzerai leaves west.

< 649h/649H 263v/263V Pos: standing >
You abort your spell before it's done!

< 649h/649H 263v/263V Pos: standing >
A Poorly-Lit Hallway
   This poorly lit hallway is the first glimpse into this enormous tower.
The hallway is poorly lit, with only a few low burning torches, which are
frequently left to burn out.  The gates to the tower lies to the south,
while a door is to the east and the hallway continues to the north.  The
hallway seems to be a trophy case of different items, mainly those of
scalped barbarians, gnomes, and elves.  Additionally, drow-made paintings
have been hung up on the wall for the more intellectual people of the tower.
Obvious exits: -North -East  -South#
A Githzerai (medium)  |--The Council of MaDMeN--| stands in mid-air here.

< 649h/649H 262v/263V Pos: standing >
You miss a Githzerai.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP: excellent >
 You point your the totem of Mox at a Githzerai.
You point at a Githzerai.
Your victim's spirit is greatly protected causing your spell to do less damage.
The globe around a Githzerai's body flares as it bears the brunt of your assault!

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP: excellent >
 A Githzerai attempts to flee.
A Githzerai leaves north.

< 649h/649H 262v/263V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 649h/649H 262v/263V Pos: standing >
An Intersection of Hallways
   This intersection of hallways occurs almost in the dead center of
the tower.  Towards the east and west run a couple small hallways,
while towards the north and south run the main hallway.  The stairs
of the tower appear a short ways off to the north.  This area seems to
be the most traveled area of the tower.  While the low level innitates
of the tower goto their respective rooms on the lower levels, the higher
level raiders march through here daily towards the stairs.
Obvious exits: -North -East  -South -West 
A patrolling guard walks through the halls of the tower.(Red Aura)

< 649h/649H 261v/263V Pos: standing >
Slay whom?

< 649h/649H 261v/263V Pos: standing >
A Side Hallway, On the Eastern Side
   This side hallway branches off from a small intersection towards the
west.  This hallway seems to be used mainly by the apprentice and
iniates of the tower.  This area is rarely luminated, with only the
occaisional dim torch.  There are no rugs here, only a cold stone floor,
which is usually damp and unclean.
Obvious exits: -North -East  -South -West 

< 649h/649H 262v/263V Pos: standing >
An Intersection of Hallways
   This intersection of hallways occurs almost in the dead center of
the tower.  Towards the east and west run a couple small hallways,
while towards the north and south run the main hallway.  The stairs
of the tower appear a short ways off to the north.  This area seems to
be the most traveled area of the tower.  While the low level innitates
of the tower goto their respective rooms on the lower levels, the higher
level raiders march through here daily towards the stairs.
Obvious exits: -North -East  -South -West 

< 649h/649H 261v/263V Pos: standing >
A Side Hallway, On the Western Side
   This side hallway stems off of a central intersection just towards the
east.  The majority of this hallway is dark, except for the very few
torches which are only lit when needed for the human anti-paladins of
the tower.  This entire tower seems to be covered with the stench of
evil, and it smells like the combined odor of smelly humans and even
smellier trolls and ogres.
Obvious exits: -North -East  -South# -West 

< 649h/649H 260v/263V Pos: standing >
An Intersection of Hallways
   This intersection of hallways occurs almost in the dead center of
the tower.  Towards the east and west run a couple small hallways,
while towards the north and south run the main hallway.  The stairs
of the tower appear a short ways off to the north.  This area seems to
be the most traveled area of the tower.  While the low level innitates
of the tower goto their respective rooms on the lower levels, the higher
level raiders march through here daily towards the stairs.
Obvious exits: -North -East  -South -West 

< 649h/649H 260v/263V Pos: standing >
A Dark Stairwell
    This dark stairwell lies directly north of the main entrance of the
tower and through the hallway.  It appears to be the restricting point
for all of the evil human monks and anti-paladins who have joined the
crusade of the evil races.  Beyond this point, however, only the larger
trolls, ogres, and others maybe pass. There are several large guards
here guarding this steel stairwell.
Obvious exits: -South -Up   
A patrolling guard walks through the halls of the tower.(Red Aura)
A Githzerai (medium)  |--The Council of MaDMeN--| sits in mid-air here, fighting a large duergar stair guard.
A large duergar stair guard stands here, fighting a Githzerai.(Red Aura)
A large duergar stair guard stands here, fighting a Githzerai.(Red Aura)

< 649h/649H 260v/263V Pos: standing >
A large duergar stair guard dodges a Githzerai's attack.
A large duergar stair guard dodges a Githzerai's attack.
A Githzerai misses a large duergar stair guard.
The aura of displacement around a Githzerai absorbs most of the assault!
A large duergar stair guard's punch grazes a Githzerai.
A large duergar stair guard's fine punch strikes a Githzerai.
A large duergar stair guard is burned severely as he hits a Githzerai!
A large duergar stair guard suddenly looks stronger!
You quickly scan the area.
A burly ogre guard who is close by above you.

< 649h/649H 262v/263V Pos: standing >
An Intersection of Hallways
   This intersection of hallways occurs almost in the dead center of
the tower.  Towards the east and west run a couple small hallways,
while towards the north and south run the main hallway.  The stairs
of the tower appear a short ways off to the north.  This area seems to
be the most traveled area of the tower.  While the low level innitates
of the tower goto their respective rooms on the lower levels, the higher
level raiders march through here daily towards the stairs.
Obvious exits: -North -East  -South -West 

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
A Githzerai enters from the north.

< 649h/649H 262v/263V Pos: standing >
You snap into visibility.
You miss a Githzerai.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 A Githzerai attempts to flee.
A Githzerai tries to flee, but can't make it out of here!

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 A Githzerai attempts to flee.
A Githzerai leaves east.

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
Slay whom?

< 649h/649H 262v/263V Pos: standing >
A Side Hallway, On the Eastern Side
   This side hallway branches off from a small intersection towards the
west.  This hallway seems to be used mainly by the apprentice and
iniates of the tower.  This area is rarely luminated, with only the
occaisional dim torch.  There are no rugs here, only a cold stone floor,
which is usually damp and unclean.
Obvious exits: -North -East  -South -West 

< 649h/649H 261v/263V Pos: standing >
Slay whom?

< 649h/649H 261v/263V Pos: standing >
You quickly scan the area.
An ogre initiate who is close by to your north.
An ogre initiate who is close by to your north.
An ogre initiate who is close by to your north.
A vicious kuo-toan guard who is close by to your east.
A Githzerai who is close by to your south.
A young swordsman who is close by to your south.
A young swordsman who is close by to your south.
A young swordsman who is close by to your south.
A punished initiate who is a brief walk away to your west.
A punished initiate who is a brief walk away to your west.
Talon, the punisher who is a brief walk away to your west.

< 649h/649H 261v/263V Pos: standing >
A Dark Room, Filled With Rusty Weapons
   This room appears to be the main weapons and training room of the
tower.  These swords, probably taken from the corpses of the kills
of the higher level warriors, are the swords of the initiates, and this
is the room where they are taught the art of sword use.  These weapons
are frail and rusty, however, they are fine tools for ogre and trolls
to get trained with.
Obvious exits: -North
A Githzerai (medium)  |--The Council of MaDMeN--| stands in mid-air here.
A young swordsman practices his skills here.(Red Aura)
A young swordsman practices his skills here.(Red Aura)
A young swordsman practices his skills here.(Red Aura)

< 649h/649H 262v/263V Pos: standing >
You miss a Githzerai.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 Hint: Type 'news' daily to read the latest changes and updates on Duris.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 A large duergar stair guard enters from the north.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 A large duergar stair guard suddenly attacks a Githzerai!
The aura of displacement around a Githzerai absorbs most of the assault!
A large duergar stair guard's punch grazes a Githzerai.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 You miss a Githzerai.
You snap into visibility.
You start chanting...

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 Your shield of the earthwyrm [superior] blocks a Githzerai's vicious attack.
You dodge a Githzerai's vicious attack.
Your shield of the earthwyrm [superior] blocks a Githzerai's vicious attack.
You snap into visibility.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  small wounds >
 You snap into visibility.
You complete your spell...
You point at a Githzerai.
You snap into visibility.
[Damage: 186 ] -=[Your iceball shatters upon impacting a Githzerai, rending flesh and sending blood flying.]=-

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  nasty wounds >
 You start chanting...
You snap into visibility.

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  nasty wounds >
 A Githzerai dodges a large duergar stair guard's attack.
A large duergar stair guard's fine punch strikes a Githzerai.
A large duergar stair guard is burned severely as he hits a Githzerai!
A large duergar stair guard suddenly looks stronger!

< 649h/649H 262v/263V Pos: standing >
< T: Bars TP: sta TC:excellent E: A Githzerai sta EP:  nasty wounds >
 You complete your spell...
You point at a Githzerai.
You snap into visibility.
[Damage: 149 ] -=[Your iceball shatters upon impacting a Githzerai, rending flesh and sending blood flying.]=-
A Githzerai's flaming puddles of destructive energy [poor] freezes and shatters into million pieces from the intense cold!
A Githzerai's eye of the beholder [poor] freezes and shatters into million pieces from the intense cold!
A Githzerai is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Bars by 13333333.
The smell of fresh blood enters your body, infusing you with power!