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PK logs: Mark of Survival

Log Contributor Uploaded on Views
Mark of Survival Dredon 2010-03-23 07:36 pm 1050
Tagged in this log: Asphyx, Dredon
I should get a mark for this =x lol, pretty much survived a painsphere attack =( Thought everyone should see the OP painsphere in action

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The painsphere leaves Asphyx's outstretched palm, and floats towards into the air...
The painsphere suddenly comes towards you, and attaches itself to your body!
          deathburnpainravageconsumehatredguiltbaneweep          

[*]<3176hp 1738sp 2421st> {-253hp -250sp -250st}

k as
You enter into combat with Asphyx.
Asphyx is at 95%

[*]<3176hp 1738sp 2421st> 
Asphyx dodges out of the way of your first attack.
Asphyx is burned on the head with your flames causing mild damage.
You are burned on the torso by Asphyx's flames causing superficial damage.
Asphyx is burned on the torso with your flames causing mild damage.
You are burned on the torso by Asphyx's flames causing superficial damage.
You fail to hit Asphyx with your fourth attack.
Asphyx fails to hit you with his first attack.
You dodge out of the way of Asphyx's second attack.
You are harmed on the torso by Asphyx's energy causing minimal damage.
You are harmed on the arm by Asphyx's energy causing slight damage.
A fire elemental joins the melee opposing Asphyx.
A fire elemental joins the melee opposing Asphyx.
A fire elemental joins the melee opposing Asphyx.
Asphyx is at 95%

[*]<3110hp 1738sp 2419st> {-66hp +0sp -2st}


Asphyx attempts to cast a spell, but his magic fizzles and dies.
Asphyx is at 95%

[*]<3110hp 1738sp 2419st> 
Asphyx bashes you over the head with neverwhen void.
You are smashed on the head by Asphyx's bash causing mild damage.
Asphyx is at 95%

[*]<3040hp 1738sp 2419st> {-70hp +0sp +0st}

n
Not while you are in combat.
Asphyx is at 95%

[*]<3040hp 1738sp 2419st> f n
You panic, and attempt to flee.

 Cramped Tunnel                                         -      -      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The tunnel stretches far to the south from what you can tell, although
you can not see but a few feet in front of your face.  In several places the
tunnel becomes so cramped your shoulders graze the walls.  To the north lies
the exit back to the castle halls.  
A fire elemental tries to follow you, but a strange force blocks his passage.
You pant and gasp, trying to catch your breath.

[*]<3040hp 1738sp 2418st> {+0hp +0sp -1st}

af

          deathburnpainravageconsumehatredguiltbaneweep          

[*]<2849hp 1532sp 2312st> {-191hp -206sp -106st}

You are affected by the following:
Racial affects: sense-life
* You are resistant to: poison mental disease.
* You are vulnerable to: lightning.
Spell: underwater breathing - Level  53, modifies none              by    0.
Spell: sanctuary            - Level 220, modifies none              by    0.
Spell: detect invisibility  - Level 106, modifies none              by    0.
Spell: shield               - Level 220, modifies ar                by    8.
Spell: armor                - Level 179, modifies ar                by    3.
Spell: improved invisibilit - Level 122, modifies none              by    0.
Spell: protection from evil - Level 147, modifies none              by    0 for 65 minutes.
Spell: bless                - Level 147, modifies saving-spell      by    4 for 83 minutes.
Spell: levitation           - Level 147, modifies none              by    0 for 106 minutes.
Spell: mind shield          - Level 148, modifies none              by    0 for 43 minutes.
Spell: augment aura         - Level 150, modifies damage            by   33 for 59 minutes.
Spell: haste                - Level 220, modifies accuracy          by    5.
Spell: shadow armor         - Level 151, modifies ar                by    6 for 37 minutes.
Spell: pass door            - Level  31, modifies none              by    0.
Spell: lightning shroud     - Level 232, modifies ar                by    1 for 81 minutes.
Spell: stone skin           - Level 155, modifies ar                by    5.
Prof:  panic                - Level 241, modifies none              by    0 for 16 seconds.
Total of 16 magical and 1 non-magical affects.

[*]<2849hp 1532sp 2312st> n

 A Fog Filled Room                                      -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  You have reached the source of the fog.  The southern wall is emitting a
slowly rolling fog from the walls that outline the outline of a circular
passageway big enough for a single person to crawl through.  There is a
keyhole in the shape of a spider above the outline of the passage.  
A local patron searches for Lord Maldra to discuss business.
'Dredon have you seen the Lord of the keep?' a local patron asks. 'I really need to find him.'

[*]<2849hp 1532sp 2311st> {+0hp +0sp -1st}

e

 A Torch Lined Hallway                                  -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A fog rolls around your feet and up the walls, clinging to everything
with shape or texture.  The feeling is eerie at best and almost makes you
want to turn back.  You are still curious about where the fog is coming from
and why there would be fog inside the keep.  

[*]<2849hp 1532sp 2310st> {+0hp +0sp -1st}

e

 A Busy Hallway                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A few people wander around here with money in hand.  You must be getting
close to a marketplace or something of the like.  A few ladies show off some
of their new hairstyles or trinkets they've purchased.  If you listen
closely you can hear the sound of merchants and shoppers haggling over
prices.  
A castle guard tries to keep alert during his long shift.
A dirty, smelly, lice infested rat is searching for food here.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<2849hp 1532sp 2309st> {+0hp +0sp -1st}

w
w

 A Torch Lined Hallway                                  -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A fog rolls around your feet and up the walls, clinging to everything
with shape or texture.  The feeling is eerie at best and almost makes you
want to turn back.  You are still curious about where the fog is coming from
and why there would be fog inside the keep.  

[*]<2849hp 1532sp 2308st> {+0hp +0sp -1st}


 A Fog Filled Room                                      -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  You have reached the source of the fog.  The southern wall is emitting a
slowly rolling fog from the walls that outline the outline of a circular
passageway big enough for a single person to crawl through.  There is a
keyhole in the shape of a spider above the outline of the passage.  
A local patron searches for Lord Maldra to discuss business.

[*]<2849hp 1532sp 2307st> {+0hp +0sp -1st}


A fire elemental stops following you.
 UNFORMED

[*]<2849hp 1532sp 2307st> 
          deathburnpainravageconsumehatredguiltbaneweep          

[*]<2596hp 1282sp 2057st> {-253hp -250sp -250st}

e
e

 A Torch Lined Hallway                                  -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A fog rolls around your feet and up the walls, clinging to everything
with shape or texture.  The feeling is eerie at best and almost makes you
want to turn back.  You are still curious about where the fog is coming from
and why there would be fog inside the keep.  

[*]<2596hp 1282sp 2056st> {+0hp +0sp -1st}

e
e

 A Busy Hallway                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A few people wander around here with money in hand.  You must be getting
close to a marketplace or something of the like.  A few ladies show off some
of their new hairstyles or trinkets they've purchased.  If you listen
closely you can hear the sound of merchants and shoppers haggling over
prices.  
A castle guard tries to keep alert during his long shift.
A dirty, smelly, lice infested rat is searching for food here.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<2596hp 1282sp 2055st> {+0hp +0sp -1st}

e
e

 A Busy Hallway                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  This is the western edge of the marketstrip affectionatly referred to by
the commoners as " the drag ".  Lesser merchants sit along the side of the
hall setting up shop while others still further down the hall are obviously
open for business.  To the south is a room lined with magical storage
lockers.  

[*]<2596hp 1282sp 2054st> {+0hp +0sp -1st}

e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  In the southern section of the room there is a barbers candystripe pole
and a few people waiting in a line.  The candystripe pole is turning at a
rapid pace, making it almost hypnotic to stare at it for too long.  The
patrons here look like they have been charmed by the dancing lights.  

[*]<2596hp 1282sp 2053st> {+0hp +0sp -1st}

e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  People are coming from the door to the south carrying letters and
packages.  Some of them appear to be pleased while others are grumbling and
muttering, they must have recieved bills or some other unwanted item.  To
the east and west are merchants selling different little trinkets and greasy
food.  There is a sign beside the door that proclaims this to be the post
office.  

[*]<2596hp 1282sp 2052st> 
 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  Patrons of the castle and foreigners are crowded around the southern room
to see the new headlines and complaints in the board room to the south.
Perhaps you can push your way through the croud to see what all the
excitement is about.  
A kender vagrant verbally abuses those who pass by.

[*]<2596hp 1282sp 2051st> {+0hp +0sp -2st}

e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  You step in vomit and are almost knocked over by a fight breaking out
here.  By the smell you guess that this is where the bar is, and sure enough
the sign to the south reads " Moe's Tavern ".  As you glance over the place
you see some very attractive men and women eying you.  If it tickles your
fancy, why not go in for a drink or two ?  
A fey noble has come to purchase land from the Baron.
A castle guard tries to keep alert during his long shift.

[*]<2596hp 1282sp 2050st> {+0hp +0sp -1st}

e
e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  To the south you see the general store where miscellaneous things such as
torches and containers can be purchased.  A few broken old boxes litter the
floor in front of the store waiting for the trash collection.  There are
more shops to the east and west, you can also smell the scent of alcohol
rather strongly to the west.  

[*]<2596hp 1282sp 2049st> {+0hp +0sp -1st}

e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is a small bakery to the south which sells small cakes and other
baked goods at reasonable prices.  Reasonable to the owner that is.  The
smell is alluring and you have an overwhelming desire to go in and try the
pastries.  The sign on the door reads " Mama Lois's Bakery.  Special of the
day, Pecan Pie."  
A castle guard tries to keep alert during his long shift.

[*]<2596hp 1282sp 2048st> {+0hp +0sp -1st}

e
e

 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      #      -

  You can tell, by the smell alone, that the southern door leads to a
tobacco shop.  There is a wide assortment of pipes and cigars in the glass
window which you find to be quite interesting.  The cloud of smoke drifting
out the door smells rather sweet, there is something strange about it that
you can't quite put your finger on.  

[*]<2596hp 1282sp 2047st> 
 The Drag                                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  You are near the eastern end of an area of the keep commonly called "the
drag".  The hall continues to the east and west, to the south is the local
chapter of the guildhall.  Here you may receive training in various skills
and in spellcraft.  

[*]<2596hp 1282sp 2046st> {+0hp +0sp -2st}

e

 A Busy Hallway                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  You are near the eastern end of an area of the keep commonly known as
"the drag".  This is an area where there a number of shops and offices for
the convenience of the locals.  People are busily rushing here and there all
around you and shopkeepers are trading bawdy jokes at the top of their
lungs.  
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<2596hp 1282sp 2045st> {+0hp +0sp -1st}


 A Busy Hallway                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  Several people walk past you on their way both east and west.  Either
they have their hands full of what appears to be useless junk or apparently
on their way to buy some useless junk.  Care to join them ?  

[*]<2596hp 1282sp 2044st> 
 A Torch Lined Hallway                                  -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  The hallway to the east is coming to an end.  To the west you can hear
the voices of townspeople and castle workers, but you are unsure of what
they are doing.  Perhaps you should check it out.  You have found yourself
plunged into an inky blackness!  From the west come the sounds of people
bustling about and loud hoots of laughter.  The darkness seems almost
magical, in fact it makes your skin tingle a bit.  Why is this one small
section of hall so very dark?  Has something been hidden here?  
*A short female cleric wanders the halls aimlessly.

[*]<2596hp 1282sp 2043st> {+0hp +0sp -2st}


 End of the Hallway                                     -      -      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The hallway ends here and turns south and west.  To the west you hear
faint voices that can not be distinguished from such a distance.  To the
south you hear mixed voices of citizens and guards.  The torches to the west
light the way nicely, and to the south mirrors set at angles with torches
reflect the light extremely well.  You believe this is called tract
lighting.  Some chairs and pillows would fit quite well here.  

[*]<2596hp 1282sp 2042st> {+0hp +0sp -1st}

e

          deathburnpainravageconsumehatredguiltbaneweep          

[*]<2343hp 1032sp 1792st> {-253hp -250sp -250st}

e
s
You cannot move in that direction.

[*]<2343hp 1032sp 1792st> s
You cannot move in that direction.

[*]<2343hp 1032sp 1792st> s

 Graffiti Room                                          -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Children dart in and out of this room, giggling and laughing.  You think
it might be because you have some food caught in your teeth, but you notice
the writing on the walls.  This is an area of the castle referred to as the
graffiti room.  Random words are scattered on the walls, as are lude
comments about various persons that you have never heard of.  There are also
some rather amusing drawings scattered about on the walls.  
*One of the draconian architects wanders around looking for a new place to build.

[*]<2343hp 1032sp 1791st> 
A fire elemental stops following you.
 UNFORMED

[*]<2343hp 1032sp 1791st> {+0hp +0sp -1st}

s
s

 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  This is a nicely lit, relatively clean area of the hall.  There is a
small group of minstrels who are singing and telling stories in the hope of
earning enough coin to buy a meal.  They are really quite good and you
consider dropping a few small coins into their collection bowl.  

[*]<2343hp 1032sp 1790st> {+0hp +0sp -1st}

s

 Standing Before a Large Tarot Card                     -      N      -
(-------------------------------------------------)     - <---(M)---> #
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The door to the east is made from a thick waxy form of paper, almost like
a playing card.  Drawn beautifully on the card is the image of two lovers,
running in a field.  Surrounding the larger card are a number of other cards
depicting wands, cups, pentacles, and swords.  Not many have the gift of
tarot reading and you don't even dare try.  To your surprise though the
image of the lovers wavers and they step from the card and stand directly in
front of you.  You seem to hear a voice in your mind asking you to
concentrate on reading their minds.  

[*]<2343hp 1032sp 1789st> {+0hp +0sp -1st}

s

 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is a corridor to the west that leads to a staircase.  The passages
to the north and south look well lit and rather safe to travel through.  You
figure that you will come upon more doors similar to the strange ones you
have already encountered if you take the northern or southern passage.  The
western one, however looks interesting as well.  

[*]<2343hp 1032sp 1788st> 
 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Clanking and banging can be heard from the southern section of the
hallway, which leads you to believe there is a blacksmith near.  To the
north music and singing are heard, and with the mixing of the smithy's
noise, you are begining to get an unbelievable headache, the throbbing in
time with the smithy's hammer hitting the anvil.  
An assistant to the chef races around washing dishes and preparing meals.

[*]<2343hp 1032sp 1787st> {+0hp +0sp -2st}


 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The pounding of metal is causing your head to throb and your patience to
wear thin.  The noise is not right somehow as a professional would know how
to strike metal in just the right spot as not to cause such an audible
nuisance.  You feel compelled to enter the shop and give him a piece of your
mind, or sword.  
A castle guard tries to keep alert during his long shift.

[*]<2343hp 1032sp 1786st> {+0hp +0sp -1st}


 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> #
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To the north can be heard the annoying sound of metal striking metal.
That can only mean there is either a training room or a blacksmith close by.
Either way, it is giving you a mild headache.  To the east is an extremely
strange door with the carvings of the zodiac signs on it.  Upon closer
inspection, libra, the symbol of balance, speaks ever so softly.  Maybe you
can read her lips to get the message.  

[*]<2343hp 1032sp 1785st> {+0hp +0sp -1st}

c 'word of recall'
You are too panicked to concentrate and cast that spell!

[*]<2343hp 1032sp 1785st> s

 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The hallway continues north towards the faint sound of clanging metal,
and south towards a faint smell you recognize, but cant quite place.  It is
more like a mix of aromas that should not be mixed together.  Your curiosity
piqued, you decide that you must determine either the cause of the sounds or
what that smell is.  

[*]<2506hp 1138sp 2079st> {+163hp +106sp +294st}

s
s
s
s
s
s

          deathburnpainravageconsumehatredguiltbaneweep          

[*]<2253hp 888sp 1829st> {-253hp -250sp -250st}

s
s
s
s

 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is a strange mix of odors here.  One is the definite odor of a
hospital and old people, the other, you can't quite place yet.  You know you
recognize that smell, what on earth can it be, although you rack your brains
you are still unable to think of what it is.  
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1828st> {+0hp +0sp -1st}


 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The smell of old people and the hospital are definitely coming from the
south.  It makes you a little nauseous thinking about it, so you turn your
focus back to the other enticing smell.  You start to giggle a little as you
realize what it is again.  

[*]<2253hp 888sp 1827st> 
 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     # <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To the west there is the hospital.  The aroma of sanitation and disease
definitely do not mix well.  Your attention is more focused to the east
where a large marble door stands.  You couldn't quite place it before but
now you know for sure that that smell is.  A five pronged green leaf is
etched on the floor.  You laugh uncontrollably as you freely inhale the
smoke coming from the room to the east.  Before you beat down the door to
get in, why not read the warning sign first?  
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1826st> {+0hp +0sp -2st}


 A Nicely Lit Hallway                                   -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is a strong wind coming from an opening in the southern wall,
making it hard to distinguish any smells and odors that may give you a clue
what lies to the north.  The southern passage is well lighted with few
people carrying out business in this section of the castle.  

[*]<2253hp 888sp 1825st> 
 A Well Lit Section of the hallway                      -      N      -
(-------------------------------------------------)     # <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To the west, small colored lights dance and crackle as if they are
dancing to some song that only they can hear.  There is carving that looks
like a mischevious imp mounted at eye level on the door.  Beside the door is
a sign stating that this is a magic shop.  You are quite startled when the
supposed carving speaks up and invites you to enter the shop.  

[*]<2253hp 888sp 1824st> 
 A Well Lit Hallway                                     -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking.  Judging from what is
around you, you must be in a strange section of the neighborhood.  

[*]<2253hp 888sp 1823st> {+0hp +0sp -3st}


The feeling of combat-induced panic subsides.

 Walking on Unholy Ground                               -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Steam and eldritch vapors rise from the soft ground in this seemingly
outdoors section of the castle, although you know for a fact that you
haven't stepped outside.  There must be some powerful illusion at work here.
An unholy aura radiates darkness throughout the area.  On the bones of an
unfortunate adventurer is carved a message, perhaps it can prevent what
happened to him from happening to you.  Maybe you should read the message.  
A local patron searches for Lord Maldra to discuss business.

[*]<2253hp 888sp 1822st> 
 A Well Lit Hallway                                     -      N      -
(-------------------------------------------------)     - <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Eerie sounds can be heard both from the north and the south, but it is
hard to tell which sound is comming from the north and which from the south.
You are sure you hear the scraping of bone on wood, or maybe bone on stone.
You also hear the sound of popping and cracking.  Judging from what is
around you, you must be in a strange section of the neighborhood.  
*One of the draconian architects wanders around looking for a new place to build.
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1821st> 
 The End of the Corridor                                -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  To the north you see a shimmering, almost wavering image of a misty
graveyard, complete with skeletons and zombies.  They seem to have no
substance though, from this distance at least.  To the west there is a
bright light, and you can tell the bank is just around the corner.  

[*]<2253hp 888sp 1820st> {+0hp +0sp -3st}

You cannot move in that direction.

[*]<2253hp 888sp 1820st> w
w

 A Brightly Lit Section of the Hall                     -      #      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  To the north is the bank, you notice that this section of the hallway
seems to be heavily patrolled by guards.  There are a large number of people
entering and leaving the bank.  To the east the hall turns a corner
continues on to the north.  A long, somewhat dim corridor, runs to the west.

[*]<2253hp 888sp 1819st> {+0hp +0sp -1st}

w

 A Long Corridor                                        -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A few beggars and their children sit here and pretend to be handicapped
or veterans of battles gone by to get your sympathy.  You see through their
ploy almost immediately and warn them to leave before you give them cause to
regret trying to dupe people.  The hallway continues to your east and west
and is fairly well lit.  
One of the local dancers is here showing some wild dance moves.

[*]<2253hp 888sp 1818st> {+0hp +0sp -1st}

w
w

 The Guard's Corridor                                   -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  This is where many of the castle guards hang out and play a few rounds of
poker or an odd version of blackjack.  When you are spotted, they all stop
their activities and stare at you as you walk by.  Some strange feeling that
you can't quite place causes you to feel rather nervous.  
One of the local dancers is here showing some wild dance moves.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1817st> {+0hp +0sp -1st}

w

 The Guard's Corridor                                   -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  This particular section of the corridor is quite dark, someone has either
let the torches burn out or has extinguished them.  There are low moans
coming from somewhere close by, you begin to suspect that someone
extinguished the torches.  Perhaps it would be wise to move on and leave
whoever is here in peace.  

[*]<2253hp 888sp 1816st> {+0hp +0sp -1st}


 The Guard's Corridor                                   -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  You see several work tables set up in small alcoves that are located off
of the main hallway.  They are set up for different tasks, some have
whetstones for sharpening weapons or tools, others are set up to make
repairs to armor or leather goods.  Guards and various craftsmen are working
in several of the alcoves, many of them look up and nod as you pass them.  
(Pink Aura) *A muscular centaur stands here, staring at you suspiciously.

[*]<2253hp 888sp 1815st> {+0hp +0sp -1st}


 The Guard's Corridor                                   -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  Along the wall to the east are spaces in the stone, which you guess are
used for the archers or possibly even sorcerers defending the castle.  There
are some charred and jagged sections of the wall leading you to believe that
this castle has been attacked at least once before.
**A stoic guard stands here, guarding the Lord Maldra against all peril.
**A stoic guard stands here, guarding the Lord Maldra against all peril.

[*]<2253hp 888sp 1814st> {+0hp +0sp -1st}

w

 The Guardposts                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  There are several guards lounging here, waiting to take their turn on
active duty in the guardpost.  Some of them are playing various dice or
board games, others are whittling and one or two are even dozing a bit.
There are tables and chairs set against the wall for them to use while they
wait.  
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1813st> {+0hp +0sp -1st}

w

 The Guard Post                                         -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To the south is the entrance to the room that the guards refer to as "The
Nest."  It is a room where the guards who are assigned to accompany the Lord
of the Keep on any excursions wait until they are summoned.  This set of
rooms tends to be rather stuffy and hot which makes the guards within very
short tempered.  
A castle guard tries to keep alert during his long shift.

[*]<2253hp 888sp 1812st> {+0hp +0sp -1st}

w

          deathburnpainravageconsumehatredguiltbaneweep          

[*]<2000hp 638sp 1562st> {-253hp -250sp -250st}


 Southeastern Castle Wing                               -      -      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  This eastern section of the southern hallway is lined with castle guards
taking shifts doing their rounds and keeping the general peace.  There are
also several various other people passing through the area while going about
their business.  The hallway is very well lighted with lanterns hanging from
hooks at regular intervals.  

[*]<2000hp 638sp 1561st> {+0hp +0sp -1st}

w

 Entrance Foyer                                         -      N      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  A long hallway extends here to the north that leads to a set of double
doors.  The hallway is lit with several golden oil lamps.  A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep.  There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.

[*]<2000hp 638sp 1560st> {+0hp +0sp -1st}

n
n

 Gala Room                                              -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There are jesters, jugglers and other entertainers in this room
practicing their acts on the people that have stopped to watch.  After all,
practice makes perfect, and they wouldn't want to have a bad show for the
Lord of the Keep!  Some of them are asking opinions of the people who have
been watching the acts so that they might make improvements.  

[*]<2000hp 638sp 1559st> {+0hp +0sp -1st}

n
n

 Thespian Casting Room                                  -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Several actors practice lines and read script out loud, making it hard to
hear anything else.  There are also a few writers in the back creating new
masterpieces.  A couple of musicians are tuning their instruments off in one
corner, adding to the general hubbub.

[*]<2000hp 638sp 1558st> {+0hp +0sp -1st}

w

 A Reading Room                                         -      N      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There are several shelves in this room containing various books,
newspapers and other printed materials.  Chairs and cushions ranged about
the walls provide comfortable places for children and adults to read what
they have selected.  As you glance over the shelves you see titles ranging
from history and religion to fairy tales.

[*]<2000hp 638sp 1557st> {+0hp +0sp -1st}

n
n

 A Guarded Set of Double Doors                          -      #      -
(-------------------------------------------------)     W <---(M)---> -
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To your north are a set of double doors.  There are a pair of guards
stationed beside them keeping a sharp eye on those that enter the northern
portion of the hall.  You can see another set of doors which are also
guarded to your west.  Since the throne rooms are to the north you can
understand the need for guards stationed to watch over those that go near
them.  

[*]<2000hp 638sp 1556st> {+0hp +0sp -1st}

n

 A Guarded Set of Double Doors                          -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  To your north are a set of double doors, there are a pair of guards
stationed beside them keeping a sharp eye on those that enter the northern
portion of the hall.  You can see another set of doors which are also
guarded to your east.  Since the throne rooms are to the north you can
understand the need for guards stationed to watch over those that go near
them.  
*A red robed prophet is here attempting to look all knowing.

[*]<2000hp 638sp 1555st> {+0hp +0sp -1st}

n

 A Hallway Lined with Red Carpet                        -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Red carpet lines the floor of the room and leads to the throne room far
to the north.  This section of the keep is heavily patrolled by the guards
who are keeping a watchful eye on visitors.  There are polished marble
benches with thick cushions on them placed along the walls where persons
desiring an audience with the Lord of the Keep may wait.  

[*]<2000hp 638sp 1554st> 
 A Blood-Red Carpeted Hallway                           -      N      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is a dank smelling odor coming from the western passageway.  The
door looks like it hasn't been opened in years perhaps.  The sign on the
door alerts you to the fact that it is an old storage room, now condemned
because of a severe rat infestation.  A faint sound of raking on the door
alerts you to the fact that something is in there and can smell you .  

[*]<2000hp 638sp 1553st> {+0hp +0sp -2st}


 A Blood-Red Carpeted Hallway                           -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  The walls are lavishly adorned with tapestries that depict battles long
since past.  As you study the tapestries you see that they seem to show a
story involving some druids, some sort of light colored tower and the twin
moons.  There are several older ladies making careful repairs to some places
in the tapestries that have become worn or soiled.  
*A short female cleric wanders the halls aimlessly.
A local patron searches for Lord Maldra to discuss business.
One of the local dancers is here showing some wild dance moves.

[*]<2000hp 638sp 1552st> {+0hp +0sp -1st}


 A Blood-Red Carpeted Hallway                           -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  This section of the hall continues the story of this world, begining with
the druids and leading up to the section of the tapestry in this room.
Here, woven into the story is a battle of the Faerie folk and Riga.  From
what you gather he banished the faeries into another plane of existance.  A
little further down a mage, the story goes, overthrew Riga and took control
of a book of powerful spells.  The end of this piece of tapestry shows the
Faerie folk heading a second attack.  

[*]<2000hp 638sp 1551st> {+0hp +0sp -1st}

n

          deathburnpainravageconsumehatredguiltbaneweep          

 A Blood-Red Carpeted Hallway                           -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  This wall contains the last part of a three piece storyline woven into
fabric.  Bright, beautiful colors were used to depict the fall of Cassandra
and the rise of Lord Agrippa.  A few other minor details are woven into the
story, but you see three older ladies to the north weaving a darker more
desolate future for the land.  You must see what they fortell for your
world.  
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.

[*]<1747hp 388sp 1300st> {-253hp -250sp -251st}

n

Asphyx tells you 'aww don't run'

[*]<1747hp 388sp 1300st> 
 A Blood-Red Carpeted Hallway                           -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Three old crones stand here bickering about what colors to weave and what
story to tell as they relentlessly pace on with their tale.  You guess they
must be precogs and have been here for many centuries weaving away the story
of the world.  From what you see, there is a struggle of power from a mighty
wizard lord against Lord Agrippa.  What the ladies argue about is the final
outcome of the battle.  Is there anything you can do to stop this from
happening?  
A kender vagrant verbally abuses those who pass by.

[*]<1747hp 388sp 1299st> {+0hp +0sp -1st}

n

 Entrance to the Hall of Prophecy                       -      N      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  There is some low chanting coming from the room to the west.  Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses.  A
few stories have reported their accuracy at being less than ten percent.  
     Piles of bones are scattered across the ground.
(  2) An old, dead branch lies here, rotting.

[*]<1747hp 388sp 1298st> {+0hp +0sp -1st}

w
w

 Smokey Room                                            -      N      -
(-------------------------------------------------)     W <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe.  They claim to see visions and scribe down sketches on
paper and attempt to tell the future.  You figure this must be the easiest
job in the world, and look for an application.  
*A red robed prophet is here attempting to look all knowing.
One of the local dancers is here showing some wild dance moves.

[*]<1747hp 388sp 1297st> {+0hp +0sp -1st}

n

 Prophecy Rooms                                         -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      -      -

  Several unimportant priests and apprentice prophets read books and learn
the art of divine visions through the art of inhaling deeply the essence of
the juato plant.  A few of the castles guards and guests occassionally pop
their heads in to see what is going on, but for the most part this is a
secluded room.  
     An enchanted mirror hangs shimmering brilliantly on the wall here.

[*]<1747hp 388sp 1296st> {+0hp +0sp -1st}

n

 Smokey Room                                            -      N      -
(-------------------------------------------------)     - <---(M)---> E
 WARNING: You are in a NEUTRAL PLAYER KILLING room.     -      S      -

  Several prophets sit atop high pedestals smoking some sort of plant out
of a community pipe.  They claim to see visions and scribe down sketches on
paper and attempt to tell the future.  You figure this must be the easiest
job in the world, and look for an application.  
*A red robed prophet is here attempting to look all knowing.
An assistant to the chef races around washing dishes and preparing meals.

[*]<1747hp 388sp 1295st> {+0hp +0sp -1st}


 Sanctuary                                              -      N      -
(-------------------------------------------------)     - <---(M)---> E
                                                        -      S      -

  This is a rather crowded sanctuary within Lord Maldra's Keep.  Various
insignia devoted to the five major Powers decorate the walls.  Several small
cots intended for patients sit in the northern half of the room.  A large
all-seeing eye adorns the north wall, over which a banner reads, 'The Powers
Are Always Watching'.  
(  6) A large wooden cosmetic box filled with makeup is sitting here.
     A large key made out of human bone lies here.
[CLAN 52] [AWAY] *Warrick is here, mounted on a young pegasus.
[CLAN 30] [AWAY] ****Stakker the Adventurer is here.
[CLAN 81] *Arcadin No chandeliers, I got guns hanging from the ceiling. is resting here.
[CLAN 143] [AWAY] **Goman. is resting here.
A cleric stands here healing weary travelers.

[*][SAFE]<1747hp 388sp 1294st> {+0hp +0sp -1st}
Phaustix Elite running skills. And for the record, there already is a survival mark.