The death of [21 Rogue] Javos (Githzerai)

in The Ogre's Foot Lounge

from the perspective of [56 Necrolyte] Orp Disciple of Lloth (Kobold)

<worn on head>       a black crown encrusted with mindstones (glowing)
<worn on eyes>       a troglodyte eyepatch
<worn in ear>        the earring of the gods
<worn in ear>        a masterly-crafted dragonscale stud
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   a spiked steel gorget
<worn on body>       the tethered robe of the universe (magic)
<worn about body>    a blood red robe of linked bones (humming)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   a fine dragonscale belt
<worn on arms>       some blue dragonscale sleeves
<worn around wrist>  a crimson braid of rank [66%]             
<worn around wrist>  a glowing emerald bracelet (glowing) (humming)
<worn on hands>      a virulent case of herpes simplex
<worn on finger>     a ring of absorption (magic)
<worn on finger>     a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon>     the globe of stars (glowing) (humming)
<held>               a shriveled and rotting human head
<worn on legs>       some dwarven-made crystal greaves
<worn on feet>       a pair of fur lined boots


   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A human merchant from another town stands here, perusing Tharnadia.

< 608h/635H 81v/163V Pos: on your ass >
The road continues to the east.
You extend your sights eastward.
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A human merchant from another town stands here, perusing Tharnadia.

< 608h/635H 82v/163V Pos: on your ass >
The road continues to the east.
You extend your sights eastward.
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A human merchant from another town stands here, perusing Tharnadia.

< 609h/635H 87v/163V Pos: on your ass >
A tharnadian thief-hunter leaves east.
The road continues to the east.
You extend your sights eastward.
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A tharnadian thief-hunter watches over the town streets intently.
A human merchant from another town stands here, perusing Tharnadia.

< 609h/635H 88v/163V Pos: on your ass >
You clamber to your feet.

< 609h/635H 89v/163V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A tharnadian thief-hunter watches over the town streets intently.
A human merchant from another town stands here, perusing Tharnadia.
Alarm bells sound, signalling an invasion!

< 609h/635H 89v/163V Pos: standing >
A tharnadian thief-hunter suddenly attacks YOU!
A tharnadian thief-hunter's punch grazes you.
Sorry, you aren't allowed to do that in combat.

< 608h/635H 89v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 You currently have the following spell slots available:
  1st circle:  9 of 11   (   4 seconds)
  2nd circle: 10 of 10
  3rd circle:  9 of  9
  4th circle:  8 of  8
  5th circle:  2 of  7   (  26 seconds)
  6th circle:  6 of  7   (   5 seconds)
  7th circle:  6 of  6
  8th circle:  0 of  5   (  33 seconds)
  9th circle:  0 of  4   (  28 seconds)
 10th circle:  2 of  2

< 608h/635H 90v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 608h/635H 90v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 A militia guard enters from the west.

< 608h/635H 90v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 A stray dog enters from the north.

< 608h/635H 90v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 You attempt to flee...
Road Under the Southern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
Alarm bells sound, signalling an invasion!
You flee westward!

< 608h/635H 62v/163V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard's feeble punch grazes you.

< 607h/635H 62v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 607h/635H 62v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: guard sta EP: excellent >
 A tharnadian thief-hunter enters from the east.
You attempt to flee...
Inside the Southern City Gates
   Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the east and west.
Obvious exits: -East -South# -West
Fresh blood splatters cover the area.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
Militia forces muster to bolster the town's defenses against the invaders!!!
You flee westward!

< 607h/635H 31v/163V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your east.
A stray dog who is not far off to your east.

< 607h/635H 31v/163V Pos: standing >
An elite guard suddenly attacks YOU!
An elite guard's punch grazes you.
An elite guard suddenly attacks YOU!
An elite guard's fine punch strikes you.

< 583h/635H 31v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: elite sta EP: excellent >
 An elite guard suddenly attacks YOU!
An elite guard's crude punch wounds you.
That's tough to do in battle, but still you try...

< 576h/635H 31v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: elite sta EP: excellent >
 A tharnadian thief-hunter enters from the east.

< 576h/635H 31v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: elite sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 576h/635H 31v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: elite sta EP: excellent >
 You attempt to flee...
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up
Alarm bells sound, signalling an invasion!
You flee westward!

< 576h/635H 9v/163V Pos: standing >
A tharnadian thief-hunter enters from the east.

< 576h/635H 9v/163V Pos: standing >
You quickly scan the area.
A homeless child who is close by to your north.
A slutty whore who is close by to your north.
A stray dog who is in the distance to your north.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A militia guard who is not far off to your east.
A stray dog who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 576h/635H 9v/163V Pos: standing >
A tharnadian thief-hunter suddenly attacks YOU!
A tharnadian thief-hunter's weak punch grazes you.

< 572h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 You don't feel up to faking it right now.

< 572h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 You don't feel up to faking it right now.

< 572h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 [Damage:  3 ] Your crude crush grazes a tharnadian thief-hunter.
Nooo! The holy power of a tharnadian thief-hunter is almost too much...
Your spirit suffers from contact with a tharnadian thief-hunter's aura!
You miss a tharnadian thief-hunter.
A tharnadian thief-hunter dodges your futile attack.
You miss a tharnadian thief-hunter.

< 573h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 You don't feel up to faking it right now.

< 573h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: thief sta EP: excellent >
 A tharnadian thief-hunter's punch wounds you.
You feel your skin soften and return to normal.
A tharnadian thief-hunter's punch wounds you.
A tharnadian thief-hunter's feeble punch grazes you.
A tharnadian thief-hunter starts casting an offensive spell.

< 549h/635H 10v/163V Pos: standing >
< T: Orp TP: sta TC: small wounds E: thief sta EP: excellent >
 You try to fake your own demise..
A tharnadian thief-hunter stops chanting abruptly!

< 549h/635H 10v/163V Pos: on your ass >
A tharnadian thief-hunter leaves south.

< 550h/635H 26v/163V Pos: on your ass >
You tell your racewar '*Zloin* he was actually equipped damnit, one more spell and he was dead'

< 552h/635H 66v/163V Pos: on your ass >
The Southern Keats Intersection
Obvious exits: -North -East -South -Up

< 552h/635H 71v/163V Pos: on your ass >
The first hint of daylight can be seen on the northern horizon.

< 553h/635H 77v/163V Pos: on your ass >
Keats street continues north.
You extend your sights northward.
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 553h/635H 79v/163V Pos: on your ass >
Keats street continues north.
You extend your sights northward.
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 553h/635H 80v/163V Pos: on your ass >
You clamber to your feet.

< 553h/635H 85v/163V Pos: standing >
You sit down and relax.

< 553h/635H 87v/163V Pos: sitting >
You currently have the following spell slots available:
  1st circle:  9 of 11   (   4 seconds)
  2nd circle: 10 of 10
  3rd circle:  9 of  9
  4th circle:  8 of  8
  5th circle:  2 of  7   (  26 seconds)
  6th circle:  6 of  7   (   5 seconds)
  7th circle:  6 of  6
  8th circle:  0 of  5   (  33 seconds)
  9th circle:  0 of  4   (  28 seconds)
 10th circle:  2 of  2
You begin to invoke evil and assimilate the powers of darkness.

< 553h/635H 87v/163V Pos: sitting >
You start meditating...

< 553h/635H 88v/163V Pos: sitting >

< 554h/635H 94v/163V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 554h/635H 102v/163V Pos: sitting >
You stop meditating.
Orp appears to be Kobold and has some small wounds and bruises.
He's tiny in size.
He seems to be moving much faster than normal..
His body seems to be made of stone!
His hands glow blood red!

<worn on head>       a black crown encrusted with mindstones (glowing)
<worn on eyes>       a troglodyte eyepatch
<worn in ear>        the earring of the gods
<worn in ear>        a masterly-crafted dragonscale stud
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   a spiked steel gorget
<worn on body>       the tethered robe of the universe (magic)
<worn about body>    a blood red robe of linked bones (humming)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   a fine dragonscale belt
<worn on arms>       some blue dragonscale sleeves
<worn around wrist>  a crimson braid of rank [66%]             
<worn around wrist>  a glowing emerald bracelet (glowing) (humming)
<worn on hands>      a virulent case of herpes simplex
<worn on finger>     a ring of absorption (magic)
<worn on finger>     a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon>     the globe of stars (glowing) (humming)
<held>               a shriveled and rotting human head
<worn on legs>       some dwarven-made crystal greaves
<worn on feet>       a pair of fur lined boots

< 554h/635H 107v/163V Pos: sitting >

< 554h/635H 108v/163V Pos: sitting >
You start meditating...

< 555h/635H 110v/163V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 555h/635H 115v/163V Pos: sitting >
You tell your racewar '*Zloin* he ran south of of tharn'

< 555h/635H 122v/163V Pos: sitting >

< 555h/635H 123v/163V Pos: sitting >
You are already meditating.

< 555h/635H 124v/163V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 556h/635H 128v/163V Pos: sitting >
You feel infused by 9th circle DARK powers!

< 557h/635H 141v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!
You tell your racewar '*Zloin* bleeding all over, too m any guards aggrod me to track'

< 557h/635H 144v/163V Pos: sitting >

< 557h/635H 145v/163V Pos: sitting >
You are already meditating.

< 557h/635H 146v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 558h/635H 156v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 558h/635H 163v/163V Pos: sitting >
You tell your racewar '*Zloin* he's about dead'

< 558h/635H 163v/163V Pos: sitting >
You feel your skin soften and return to normal.

< 558h/635H 163v/163V Pos: sitting >
You are already meditating.

< 559h/635H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 559h/635H 163v/163V Pos: sitting >
You stop meditating.
Orp appears to be Kobold and has some small wounds and bruises.
He's tiny in size.
He seems to be moving much faster than normal..
His body seems to be made of stone!
His hands glow blood red!

<worn on head>       a black crown encrusted with mindstones (glowing)
<worn on eyes>       a troglodyte eyepatch
<worn in ear>        the earring of the gods
<worn in ear>        a masterly-crafted dragonscale stud
<worn on face>       the mask of Tentro (glowing)
<worn around neck>   a spiked steel gorget
<worn on body>       the tethered robe of the universe (magic)
<worn about body>    a blood red robe of linked bones (humming)
<worn as quiver>     a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn about waist>   a fine dragonscale belt
<worn on arms>       some blue dragonscale sleeves
<worn around wrist>  a crimson braid of rank [66%]             
<worn around wrist>  a glowing emerald bracelet (glowing) (humming)
<worn on hands>      a virulent case of herpes simplex
<worn on finger>     a ring of absorption (magic)
<worn on finger>     a soldier's dragonscale ring from Zalkapfaan, City of the Headless Horde
<primary weapon>     the globe of stars (glowing) (humming)
<held>               a shriveled and rotting human head
<worn on legs>       some dwarven-made crystal greaves
<worn on feet>       a pair of fur lined boots

< 559h/635H 163v/163V Pos: sitting >
You start meditating...

< 559h/635H 163v/163V Pos: sitting >
You feel infused by 8th circle DARK powers!

< 560h/635H 163v/163V Pos: sitting >
You stop meditating.
You clamber to your feet.
Your mind reels in confusion as your link with negative powers is disturbed!

< 560h/635H 163v/163V Pos: standing >
You start chanting...

< 561h/635H 163v/163V Pos: standing >
You complete your spell...
You take on the shape of undead...

< 561h/635H 163v/163V Pos: standing >
You start chanting...

< 561h/635H 163v/163V Pos: standing >
You complete your spell...
You begin to shimmer.
You feel protected by powers from beyond the grave.

< 561h/635H 163v/163V Pos: standing >
You start chanting...

< 561h/635H 163v/163V Pos: standing >
You complete your spell...
You feel protected by powers from beyond the grave.

< 562h/635H 163v/163V Pos: standing >
You start chanting...

< 562h/635H 163v/163V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!

< 635h/635H 163v/163V Pos: standing >
You sit down and relax.

< 635h/635H 163v/163V Pos: sitting >
You currently have the following spell slots available:
  1st circle:  9 of 11   (   4 seconds)
  2nd circle: 10 of 10
  3rd circle:  9 of  9
  4th circle:  8 of  8
  5th circle:  1 of  7   (  31 seconds)
  6th circle:  6 of  7   (   5 seconds)
  7th circle:  4 of  6   (  12 seconds)
  8th circle:  5 of  5
  9th circle:  4 of  4
 10th circle:  1 of  2   (   7 seconds)
You begin to invoke evil and assimilate the powers of darkness.

< 635h/635H 163v/163V Pos: sitting >
You start meditating...

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 10th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >

		Score information for Orp

Level: 47   Race: Kobold   Class: Necromancer / Necrolyte Sex: Male
Hit points: 635(635)  Moves: 163(163)
Coins carried:    0 platinum     8 gold    15 silver     3 copper
Coins in bank:  165 platinum   577 gold    17 silver     0 copper
Playing time: 4 days / 13 hours/ 18 minutes
Received data: 3.0885 MB this session.
Send data:     0.0374 MB this session.
Compression ratio: none
Send data:     0.0374 MB this session.
Status:  Sitting around, resting.
         Memorizing Meditating
Epic points: 743  Skill points: 7  Current task: find runestone of The Keep of Evil
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +5.27   Deaths:   83
Detecting:       Invisible Evil Magic Heat
Protected from:  Living All but High Circle Spells
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Fly Aware Haste Tower of Iron Will
Bartender Quests Remaining: 6
Combat Pulse:   13 Spell Pulse:  0.60 
Leaderboard Points:  993 

Active Spells:
--------------
stone skin (9 minutes)
globe of invulnerability (8 minutes)
haste (5 minutes)
stone skin (less than a minute remaining)
vitalize undead (6 minutes)
detect invisibility (9 minutes)
fly (6 minutes)
vampiric trance (10 minutes)


< 635h/635H 163v/163V Pos: sitting >
You feel infused by 5th circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 1st circle DARK powers!

< 635h/635H 163v/163V Pos: sitting >
You feel infused by 1st circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 635h/635H 163v/163V Pos: sitting >
You clamber to your feet.

< 635h/635H 163v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 635h/635H 162v/163V Pos: standing >
You quickly scan the area.
A stray dog who is rather far off to your north.
A stray dog who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.

< 635h/635H 162v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West
Alarm bells sound, signalling an invasion!

< 635h/635H 161v/163V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Militia forces muster to bolster the town's defenses against the invaders!!!

< 635h/635H 160v/163V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your north.
A tharnadian thief-hunter who is in the distance to your east.
A militia guard who is in the distance to your east.
A militia guard who is in the distance to your east.
A militia guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A stray dog who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.

< 635h/635H 160v/163V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
The corpse of a Githzerai is lying here.
The corpse of a Barbarian is lying here.

< 635h/635H 160v/163V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A stray dog who is in the distance to your south.
A tharnadian thief-hunter who is in the distance to your south.
A stray cat who is close by to your west.
The town crier who is close by to your west.
A large rat who is rather far off to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.

< 635h/635H 160v/163V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A stray tomcat is darting after rodents, here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 635h/635H 160v/163V Pos: standing >
You quickly scan the area.
A large rat who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
The doctor who is rather far off to your west.

< 635h/635H 161v/163V Pos: standing >
The town crier suddenly attacks YOU!
The town crier's weak punch grazes you.
Sorry, you aren't allowed to do that in combat.

< 630h/635H 161v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: crier sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 630h/635H 161v/163V Pos: standing >
< T: Orp TP: sta TC:few scratches E: crier sta EP: excellent >
 You attempt to flee...
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West -Up
Jodnan, the blacksmith stands here working his metals.
You flee northward!

< 630h/635H 138v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your south.
The town crier who is close by to your south.
Kotil who is close by to your west.
Kannard, the traveller who is close by above you.
The Harvester who is not far off above you.

< 630h/635H 138v/163V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A stray tomcat is darting after rodents, here.
The town crier is standing here, eagerly awaiting to perform his duties.
Alarm bells sound, signalling an invasion!

< 630h/635H 138v/163V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
The corpse of a Barbarian is lying here.
The corpse of a Thri-Kreen is lying here.
The corpse of a Human is lying here.
[2] The corpse of a Thri-Kreen is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
Militia forces muster to bolster the town's defenses against the invaders!!!

< 630h/635H 137v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
The town crier who is close by to your north.
A Githzerai who is close by above you.
The receptionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 630h/635H 138v/163V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
The town crier who is close by to your north.
A Githzerai who is close by above you.
The receptionist who is close by above you.
A tharnadian illusionist who is close by above you.
A beautiful pegasus who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 630h/635H 138v/163V Pos: standing >
You start chanting...

< 630h/635H 141v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Githzerai!
[Damage: 34 ] [Damage: 34 ] The shadowy hand slashes a Githzerai viciously.

< 684h/635H 142v/163V Pos: standing >
You start chanting...

< 684h/635H 143v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Githzerai!
[Damage: 13 ] [Damage: 13 ] The shadowy hand slashes a Githzerai viciously.

< 698h/635H 144v/163V Pos: standing >
You start chanting...

< 698h/635H 145v/163V Pos: standing >
You complete your spell...
You utter a word of dark speech and a shadowy hand coalesces near a Githzerai!
[Damage: 29 ] [Damage: 29 ] The shadowy hand tears away the remaining life of a Githzerai.
You receive your share of experience.