The death of [50 Thief] Kan (Vampire)

in The Alcove of the Illusionists

from the perspective of [56 Thug] Semat Brewed in Blood (Orc)

<floating about head>a dark ioun stone[13h 20m 39s]
<worn as a badge>    a elven rune of restoration of greater strength (magic) (glowing)
<worn on head>       a crown of burning flames of damage
<worn on eyes>       a slimy aboleth eye [poor] (magic) (glowing) (humming)
<worn in ear>        a golden scale dangling from a platinum chain of dexterity (magic)
<worn in ear>        a golden scale dangling from a platinum chain (magic)
<worn on face>       mask of the future [superior] (glowing) [79%]
<worn around neck>   a necklace of halfling ears [superior]
<worn around neck>   a necklace of halfling ears [superior]
<worn on body>       the chameleon suit of transformation of dexterity
<worn about body>    a long, flowing cape of hellfire of damage (magic) (glowing)
<worn as quiver>     a silken backsheath of flight with a strange dark bloodstone (magic) [57%]
<worn about waist>   a vortex of air forming a sash of damage
<worn on belt buckle>a huge double-bladed axe called 'Skull Splitter' [superior] (magic)
<attached to belt>   a metal flask marked "create sound" (glowing) [64%]
<attached to belt>   a metal flask marked "wandering woods" (glowing) [79%]
<worn on arms>       some wolf hide sleeves [poor]
<worn around wrist>  a steel wire of constitution (magic) (glowing)
<worn around wrist>  a bracelet of dracolich hide of endurance (magic) (humming)
<worn on hands>      the sacred stone claws of Aan [superior] (magic)
<worn on finger>     an obsidian circle of damage (magic)
<worn on finger>     an obsidian circle of damage (magic)
<primary weapon>     the mystical longsword of Volo the Traveler (magic)[15h 38m 53s]
<secondary weapon>   Tiamat's poison tail stinger (magic)[13h 20m 49s]
<worn on legs>       the leggings of a MaDMaN of damage (magic)
<worn on feet>       the boots of speed of endurance (magic)

A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
A faint hum can be heard from the mystical longsword of Volo the Traveler you are carrying.
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A small yellow cat who is rather far off to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A city guard who is rather far off to your north.
A street performer who is rather far off to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A street performer who is rather far off to your north.
A city guard who is in the distance to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A street performer who is rather far off to your north.
A city guard who is in the distance to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You feel like a potion could do you good once again.
You no longer feel the call of the gods.
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A street performer who is rather far off to your north.
A city guard who is in the distance to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
You quickly scan the area.
An Ambassador from New Cave City who is rather far off to your north.
A street performer who is rather far off to your north.
A city guard who is in the distance to your north.
An ambassador from the Du'Maathe Castle who is in the distance to your north.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A massive elite guard who is close by to your east.
A mighty wizard who is close by to your east.
A street sweeper who is close by to your south.
A member of the city patrol who is rather far off to your south.
A small yellow cat who is rather far off to your south.
A tiny brown cat who is in the distance to your south.
A small black dog who is in the distance to your south.
A black crow who is not far off to your west.

< 1192h/1192H 351v/352V Pos: standing >
It's really, really hot here.  A slight breeze would really improve things.

< 1192h/1192H 352v/352V Pos: standing >
As you quaff the dazzling blue potion of lesser battle readiness, the vial disappears in a bright flash of light!
You feel stronger.
You feel more dexterous.

< 1192h/1192H 352v/352V Pos: standing >

		Score information for Semat

Level: 56   Race: Orc   Class: Mercenary Rogue Sex: Male
Hit points: 1192(1192)  Moves: 352(352)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Compression ratio: 84%
Status:  Standing.
Frags:   +14.41   Deaths:   62
Disguised as: a dwarf miner (Good)
Detecting:      Invisible Magic Life
Protected from: Evil Good Fire Lightning Gas Acid Living All but High Circle Spells
Protected by:   Greater Spirit Ward Slow Poison
Enchantments:   Ultravision Farsee Fly Aware Haste Invisibility Sneaking Tower of Iron Will Fearless Sparkling
Herbs:          Medicus
Combat Pulse:   15 Spell Pulse:  1.02 
Leaderboard Points: 2685 

Active Spells:
--------------
dexterity (50 minutes)
strength (50 minutes)
stone skin (less than a minute remaining)
elephantstrength (less than a minute remaining)
vitality (10 minutes)
pantherspeed (29 minutes)
climb (2 minutes)


< 1192h/1192H 352v/352V Pos: standing >
A faint hum can be heard from the mystical longsword of Volo the Traveler you are carrying.

< 1192h/1192H 352v/352V Pos: standing >
You get a green potion with black chunks from a portable hole.

< 1192h/1192H 352v/352V Pos: standing >

< 1192h/1192H 352v/352V Pos: standing >
You attempt to hide yourself.

< 1192h/1192H 352v/352V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.

< 1192h/1192H 352v/352V Pos: standing >
You don't see that here.

< 1192h/1192H 352v/352V Pos: standing >
You don't see that here.

< 1192h/1192H 352v/352V Pos: standing >
You don't see that here.

< 1192h/1192H 352v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -East  -West 

< 1192h/1192H 351v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -North -East  -South -West 
a small sign hangs above an entrance to the North. (magic)
a pleasant sign hangs on the wall to the South. (magic)

< 1192h/1192H 350v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -North -East  -South -West 
a redwood sign hangs on the wall to the North. (magic)
a small sign hangs on the wall to the South. (magic)
A black crow flaps its wings and caws at you.

< 1192h/1192H 349v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -North -East  -South -West 
a sign made of hammered iron hangs on the wall to the North. (magic)
a glass sign hangs on the wall to the South. (magic)

< 1192h/1192H 348v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -North -East  -South -West 
a large sign hangs on the wall to the North. (magic)
a weathered sign hangs on the wall to the South. (magic)

< 1192h/1192H 348v/352V Pos: standing >
Along Merchant's Way
   This is the main road of travel in to and out of the the city. Thousands of
people traverse this massive causeway on a daily basis. The ground is paved
in massive ten foot slabs of exotic white granite. A thin median neatly parts
the roads in two halves. The median is blanketed with plants of lavender and
mint, filling the air with sweet smells that soothe the nerves and encourage
a hungry stomach. Dozens of vendors have taken the opportunity to offer a
variety of smoked and cured meats and cheeses as an quick snack for the busy
merchants hurrying towards the Celestial Bazaar towards the West. To the East,
you see lush green pastures and rolling hills just beyond the city gates.
Obvious exits: -East  -West 

< 1192h/1192H 348v/352V Pos: standing >
The Grand Intersection of Merchant's Way and the Prancing Fawn
   This intersection sits squarely at the heart of this great city, and with
good reason. The main avenues of travel, the Prancing Fawn and Merchant's
Way, collide into this square with a flurry of activity. These two massive
roads are eased into one another through the use of an extremely large
roundabout. The traffic of thousands of visitors and citizens flows in a
circle, delivering produce and goods from far away lands to the hands of
shopkeepers and their customers in the city's fabled Celestial Bazaar. A
massive statue of flowing blue-green water stands at the center, suspended
in its current shape by the magical chants of numerous white-clad Monks.
To the East, North and South, the massives roads lead to the city's main
gates. To the West, the enormous Celestial Bazaar makes a grand appearance.
Obvious exits: -North -East  -South -West 
A massive statue composed of blue-green water is here. (humming)
A poor commoner walks the streets with empty pockets.
A white-clad monk is busy chanting in unison with his group.

< 1192h/1192H 348v/352V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
Obvious exits: -North -East  -South -West  -Up   
A small yellow cat sits here, wiggling her large ears.

< 1192h/1192H 348v/352V Pos: standing >
The Fountain of the Celestial Bazaar
   A magnificent fountain of both size and granduer dominates this central
point within a rather improptu glade set within the center of the city.  Lush
plants grow with a strange vigor, as if the area were enchanted somehow.  The
throngs of people that pass through the bazaar stop to meditate and relax
within the confines of the park-like glade. Shops selling every type of
equipment, adventurer's tool and magical items can be seen all around the bazaar,
providing goods and services for the collected people's of the surface world.
As this is a gathering spot for many citizen's of the world, it is not unusual
to see groups of adventurer's meeting up and leaving from this heralded location.
Benevolent spellcasters often pass through the area looking to bestow some
small amount of power upon the average citizen, wishing them good luck as they
move along upon their chosen path.  The rather dubiously named Bronze Griffon
Inn and Tavern lies not far to the west of this location.
Obvious exits: -North -East  -South -West 
There is a HUGE well here, intended for welfare donations.
An ornate oak sign affixed to the donation well demands your attention.
A marvelous and grand fountain sits at the center of this square.
The High Priest of Winterhaven is busy assisting the people.

< 1192h/1192H 348v/352V Pos: standing >
The Executioners Stage of the Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
You can see a black hooded executioner sharpening the blade of the guillotine
to ensure a swift and clean death. On the Western side of the Bazaar, is the
the famous Bronze Griffon Inn and Tavern. To the East, you can see the city
square and the roads that take explorers on adventures throughout these lands.
Obvious exits: -North -East  -South -West 
A very large guillotine sits at the center of this room.
Muredach the Executioner sits on a chair by the guilotine.

< 1192h/1192H 347v/352V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. To the West, you can see the entrance of the
famous Bronze Griffon Inn and Tavern. To the East, you can see the city square
and the roads that take explorers on adventures throughout these lands. To the
South, is the Tower of the Guilds, where adventurers can learn from their
Teachers.
Obvious exits: -North -East  -South -West 

< 1192h/1192H 347v/352V Pos: standing >
The Bronze Griffon Inn and Tavern
   The entryway of this tavern is as extravagant as the rest of the city. A
large bronze statue of a mighty griffon stands impressively to your left.
A very attractive receptionist sits behind an oak desk to your right, ready
to help adventures make their way to one of the many comfortable beds this
establishment rents on a regular basis. The atmosphere is warm and cozy,
enticing you to kick off your boots and sit down for a nice cup of ale or
if you are the brave type, a glass of throatfire, the house specialty. A
crackling fireplace sits towards the back of the room, surrounded by tables
filled with thirsty patrons and tired travelers. To the East, is the fabled
Celestial Bazaar, the main market place of Winterhaven. To the West, is a
cozy lounge where local and visiting musicians can play their tunes.
Obvious exits: -East  -West 
A small round shield has been dropped here.
An attractive receptionist stands here waiting to help you.

< 1192h/1192H 347v/352V Pos: standing >
The Cozy Corner of the Bronze Griffon
   This room sits comfortably at the back of this building. The walls and
floor are made from mahogany as dark as molasses. The floors crack under
your footsteps as you make your way through the room. The atmosphere is
quiet, even though the stage is prepared for the various musicians of
the day to entertain the tavern's many customers. The barmaids are busy
fulfilling the patrons every command, as wretched as they may be. You
notice a painting, apparently a work in progress, proped up in the corner
to your right. An oddly placed bookcase sits against the Northern wall.
To the East, is the main room of the Bronze Griffon Tavern and Inn.
Obvious exits: -East 
An oddly placed bookcase sits against the wall.
A barkeep with a massive chin is busy serving drinks.
(Q)Aevenyl the Artist sits frustrated by an unfinished painting.
A really attractive barmaid stands here, waiting for orders.
A drunk patron sits on a bench.
A drunk patron sits on a bench.

< 1192h/1192H 347v/352V Pos: standing >
You quickly scan the area.
A receptionist who is close by to your east.
Muredach who is a brief walk away to your east.
The High Priest of Winterhaven who is rather far off to your east.
A small yellow cat who is in the distance to your east.

< 1192h/1192H 348v/352V Pos: standing >
The Bronze Griffon Inn and Tavern
   The entryway of this tavern is as extravagant as the rest of the city. A
large bronze statue of a mighty griffon stands impressively to your left.
A very attractive receptionist sits behind an oak desk to your right, ready
to help adventures make their way to one of the many comfortable beds this
establishment rents on a regular basis. The atmosphere is warm and cozy,
enticing you to kick off your boots and sit down for a nice cup of ale or
if you are the brave type, a glass of throatfire, the house specialty. A
crackling fireplace sits towards the back of the room, surrounded by tables
filled with thirsty patrons and tired travelers. To the East, is the fabled
Celestial Bazaar, the main market place of Winterhaven. To the West, is a
cozy lounge where local and visiting musicians can play their tunes.
Obvious exits: -East  -West 
A small round shield has been dropped here.
An attractive receptionist stands here waiting to help you.

< 1192h/1192H 351v/352V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. To the West, you can see the entrance of the
famous Bronze Griffon Inn and Tavern. To the East, you can see the city square
and the roads that take explorers on adventures throughout these lands. To the
South, is the Tower of the Guilds, where adventurers can learn from their
Teachers.
Obvious exits: -North -East  -South -West 

< 1192h/1192H 350v/352V Pos: standing >
The Celestial Bazaar
   This Bazaar is the largest gathering place for the inhabitants of Duris
in the known world. Hundreds of people crowd the streets, offering their goods
and services to passersby. The ground is paved in cobblestones of alternating
black and white colors. The Bazaar itself is more than one thousand feet wide,
with an elegant statue or fountain no more than a hundred feet apart. Towards
the center of the Bazaar you can see what has to be the largest fountain ever
created, sending the occasional blast of water hundreds of feet into the air.
Close to the fountain, you see an enormous guillotine, stained with recently
spilled blood. One can only imagine how strict the Justice of this city need
be to control so many inhabitants. To the North, is the famous Bronze Griffon
Inn and Tavern. To the East, you can see the city square and the roads that
take explorers on adventures throughout these lands. To the West, is the Tower
of the Guilds, where adventures can learn from their Teachers. To the South,
is the Official Winterhaven Supply Shop.
Obvious exits: -North -East  -South -West 
A wealthy merchant from another city stands here.

< 1192h/1192H 351v/352V Pos: standing >
The Entrance to the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Obvious exits: -East  -Up   
A guard stands here protecting the tower of the guilds.
A guard stands here protecting the tower of the guilds.
A guard stands here protecting the tower of the guilds.

< 1192h/1192H 350v/352V Pos: standing >
Alas, you cannot go that way. . . .

< 1192h/1192H 350v/352V Pos: standing >
A Staircase in the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Obvious exits: -Up    -Down 

< 1192h/1192H 349v/352V Pos: standing >
A Staircase in the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Above, the stairs continue upwards towards the top of this tower.
Below, the stairs continue downwards towards the base of this tower.
Obvious exits: -Up    -Down 

< 1192h/1192H 351v/352V Pos: standing >
At the Top of the Tower of the Guilds
   This room is decorated with statues representing all the guild factions
in this city. Each is clad in the traditional attire of their profession,
whether it is in ornate platemail or a simple white robe. There are sixteen
statues in total here, all arranged in a circle to face a spiraling staircase
located at the center of the room. The staircase is quite beautiful, crafted
from polished Dwarven mithril, and is suspended in the air by an elaborate
system of poles and chains. Although it doesn't look sturdy at first glance,
the stairs could support the weight of a dozen Ogres without moving an inch.
Below, the stairs continue downwards towards the base of this tower. The
ceiling however looks a bit odd.
Obvious exits: -North -East  -South -West  -Down 
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)

< 1192h/1192H 350v/352V Pos: standing >
Alas, you cannot go that way. . . .

< 1192h/1192H 350v/352V Pos: standing >
Alas, you cannot go that way. . . .

< 1192h/1192H 350v/352V Pos: standing >
You quickly scan the area.
An apprentice who is not far off to your north.
An apprentice who is close by to your east.
An apprentice who is not far off to your east.
An apprentice who is not far off to your east.
An apprentice who is not far off to your south.
A massive elite guard who is close by to your west.
An apprentice who is not far off to your west.
An apprentice who is not far off to your west.
A guard of the guilds who is a brief walk away below you.
A guard of the guilds who is a brief walk away below you.
A guard of the guilds who is a brief walk away below you.

< 1192h/1192H 351v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -West 
A massive warrior stands here, protecting the city of Winterhaven.

< 1192h/1192H 351v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -East  -South
An apprentice walks around the tower gracefully.
An apprentice walks around the tower gracefully.

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -South -West 

< 1192h/1192H 349v/352V Pos: standing >
A Room Devoted to Alchemists and Bards
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Alchemist and Bard working together to
fight off a group of Trolls using song and potions as their weapons.
Obvious exits: -East  -South -West 

< 1192h/1192H 348v/352V Pos: standing >
The Alcove of the Alchemists
   The room is decorated in a simply fashion, with a few
small ornaments and books lining the thin shelves. At the
center of the room, you see a large circular formation of
chairs. At one side, a few chairs have been replaced with
a small wooden podium. This small lecture area must be
where all the new Alchemists begin on their journey.
Obvious exits: -East 
[12] A potion of greater living stone lies here.
[22] A very thick, dangerous looking bottle rests here.
[41] A vial of strong acid lies here.
[19] A potion of dispel magic lies here.
[16] A potion of slooowness lies here.
Meddlebottle the Gnome Alchemist is busy mixing up some potions.

< 1192h/1192H 348v/352V Pos: standing >
You quickly scan the area.
You see nothing.

< 1192h/1192H 350v/352V Pos: standing >
A Room Devoted to Alchemists and Bards
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Alchemist and Bard working together to
fight off a group of Trolls using song and potions as their weapons.
Obvious exits: -East  -South -West 

< 1192h/1192H 351v/352V Pos: standing >
The Alcove of the Bards
   The room is decorated in a simply fashion, with a few
small ornaments and books lining the thin shelves. At the
center of the room, you see a large circular formation of
chairs. At one side, a few chairs have been replaced with
a small wooden podium. This small lecture area must be
where all the new Bards begin on their journey.
Obvious exits: -North
A small round shield has been dropped here.
[91] A vial of strong acid lies here.
[58] A very thick, dangerous looking bottle rests here.
[24] A potion of greater living stone lies here.
[31] A potion of dispel magic lies here.
[35] A potion of slooowness lies here.
Bweec the Half-Elf Bard sings a tune while doing some funky magic.

< 1192h/1192H 350v/352V Pos: standing >
A Room Devoted to Alchemists and Bards
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Alchemist and Bard working together to
fight off a group of Trolls using song and potions as their weapons.
Obvious exits: -East  -South -West 

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -South -West 

< 1192h/1192H 351v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -East 

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -South -West 

< 1192h/1192H 349v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -East  -West 
An apprentice paces throughout the hallways.

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -South -West 

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -East  -West 
An apprentice paces throughout the hallways.

< 1192h/1192H 351v/352V Pos: standing >
Alas, you cannot go that way. . . .

< 1192h/1192H 351v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -South -West 

< 1192h/1192H 350v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -North -West 

< 1192h/1192H 351v/352V Pos: standing >
Alas, you cannot go that way. . . .

< 1192h/1192H 351v/352V Pos: standing >
A Hallway in the Tower of the Guilds
   This hallway is fairly dark, requiring your eyes to briefly adjust to the
lack of light. No torches illuminate this hallway. Instead, the air itself
seems to have an irridescent quality, providing only enough light to make
visible the murals on the walls. These murals depict heroic scenes of battles
long since fought in the endless wars against the races of the UnderDark.
Some show victory, others show defeat. A sense of heroism fills your heart
as you give the fallen warriors a prayer and a moment of silence in your
thoughts.
Obvious exits: -East  -South -West 

< 1192h/1192H 350v/352V Pos: standing >
A Room Devoted to Illusionists and Necromancers
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Illusionist and Necromancer working together to
fight off a group of Ogres using dark magic as their weapon.
Obvious exits: -North -East  -South

< 1192h/1192H 349v/352V Pos: standing >
The Alcove of the Illusionists
   The room is decorated in a simply fashion, with a few
small ornaments and books lining the thin shelves. At the
center of the room, you see a large circular formation of
chairs. At one side, a few chairs have been replaced with
a small wooden podium. This small lecture area must be
where all the new Illusionists begin on their journey.
Obvious exits: -West 
A Vampire (medium) stands, floating here.
An impenetrable globe of darkness floats near a Vampire's head.
Marigold the Halfling Illusionist enjoys making things disappear.

< 1192h/1192H 348v/352V Pos: standing >
A Room Devoted to Illusionists and Necromancers
   This room is simple in its design. A small podium stands at the back of
the room with a few chairs placed in an arch to provide a good view of
whomever is speaking. The walls are adorned with tapestries and have a
few hundred books packed neatly into built-in shelving. The floor is
wooden and has a very fancy area rug placed at the center. The rug itself
illustrates a scene of an Illusionist and Necromancer working together to
fight off a group of Ogres using dark magic as their weapon.
Obvious exits: -North -East  -South

< 1192h/1192H 349v/352V Pos: standing >
The Alcove of the Illusionists
   The room is decorated in a simply fashion, with a few
small ornaments and books lining the thin shelves. At the
center of the room, you see a large circular formation of
chairs. At one side, a few chairs have been replaced with
a small wooden podium. This small lecture area must be
where all the new Illusionists begin on their journey.
Obvious exits: -West 
A Vampire (medium) stands, floating here.
An impenetrable globe of darkness floats near a Vampire's head.
Marigold the Halfling Illusionist enjoys making things disappear.

< 1192h/1192H 351v/352V Pos: standing >
You snap into visibility.
You stealthily position yourself behind a Vampire, circling him.

< 1192h/1192H 351v/352V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Vampire sta EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A Vampire dodges your futile attack.
You snap into visibility.
[Damage: 34 ] -=[A Vampire screams in pain as your slash tears into his flesh]=-
The globe around your body flares as it bears the brunt of a Vampire's assault!
A Vampire dodges your futile attack.
A Vampire dodges your futile attack.
You snap into visibility.
[Damage: 42 ] -=[A Vampire screams in pain as your slash tears into his flesh]=-
The globe around your body flares as it bears the brunt of a Vampire's assault!
Your the mystical longsword of Volo the Traveler sinks deep into a Vampire's flesh!
You snap into visibility.
[Damage: 116 ] -=[You drain a Vampire of some of his energy.]=-
A Vampire dodges your futile attack.
[Damage: 39 ] -=[A Vampire screams in pain as your slash tears into his flesh]=-
The globe around your body flares as it bears the brunt of a Vampire's assault!
You snap into visibility.

< 1192h/1192H 351v/352V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Vampire sta EP:  awful >
 A Vampire attempts to flee.
A Vampire tries to flee, but can't make it out of here!

< 1192h/1192H 351v/352V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Vampire sta EP:  awful >
 You snap into visibility.
You tackle a Vampire square in the chest knocking the wind out of him!

< 1192h/1192H 351v/352V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Vampire sit EP:  awful >
 You play with a Vampire before lunging into an offensive routine!
You snap into visibility.
[Damage: 43 ] -=[A Vampire screams in pain as your slash tears into his flesh]=-
The globe around your body flares as it bears the brunt of a Vampire's assault!
The mystical longsword of Volo the Traveler slices through the air with incredible ease!
You snap into visibility.
[Damage: 22 ] -=[A Vampire screams in pain as your slash tears into his flesh]=-
A Vampire's chameleon suit of transformation was completely destroyed by the massive blow!
A Vampire's etched mithral faceguard [superior] was completely destroyed by the massive blow!
A Vampire is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 13333333.