The death of [ 3 Monk] Sxtchat (Human)

in A Bend in the Wall Road

from the perspective of [ 3 Monk] Sxtchat (Human)


The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West  -Down 
Puddles of fresh blood cover the ground.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
The corpse of a Human is lying here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 2h/37H 114v/114V Pos: standing >

< 2h/37H 114v/114V Pos: standing >

< 2h/37H 114v/114V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 3h/37H 114v/114V Pos: standing >

< 4h/37H 114v/114V Pos: standing >
Sgen rides in on a black warhorse from below.

< 5h/37H 114v/114V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 5h/37H 114v/114V Pos: standing >
Alarm bells sound, signalling an invasion!

< 5h/37H 114v/114V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Arcorar - the Great King Forest               (neutral)       
  *Court of the Muse                             (slightly good) 
   The Chasm of the Misty Vale                   (neutral)       
   The Battlefield                               (neutral)       
   The Swamp Laboratory of Khul'Lor              (neutral)       
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (neutral)       
   The High Moor Forest                          (neutral)       
   The Stone Tomb of Kelek                       (very evil)     
   Orrak                                         (neutral)       
   Pits of Cerberus                              (evil)          
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (neutral)       
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (neutral)       
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly evil) 
   The Elemental Groves                          (neutral)       
   Temple of Flames                              (neutral)       
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (neutral)       
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (neutral)       
   The Outcasts Tower                            (neutral)       
   Fort Boyard                                   (neutral)       
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (neutral)       
  *Faerie Realm                                  (pure good)     
   The Ruins of Tharnadia's Old Quarter          (slightly good) 
   The Fields Between                            (neutral)       
   The Githyanki Fortress                        (neutral)       
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (good)          
   The Lair of the Swamp Troll King              (neutral)       
   Zalkapfaan, City of the Headless Horde        (slightly evil) 
   New Cave city                                 (neutral)       
   Ice Tower                                     (neutral)       
   Desolate Under Fire                           (slightly good) 
   The Citadel                                   (slightly evil) 
   The Twin Keeps of Devastated Tharnadia        (slightly good) 
   IceCrag Castle                                (neutral)       
   Prison of Fort Boyard                         (neutral)       
   The Ancient Halls of Ironstar                 (good)          
   The Jade Empire                               (neutral)       
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (neutral)       
   Quintaragon Castle                            (neutral)       
   The Sky City of Ultarium                      (neutral)       
   Lair of the Gibberling King                   (neutral)       
   Plane of Air                                  (slightly good) 
   The Kingdom of Torg                           (extremely good)
   Tribal Oasis                                  (slightly evil) 
   The Para-Elemental Plane of Smoke             (slightly good) 
   Plane of Water                                (neutral)       
   Shadamehr Keep                                (slightly good) 
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (neutral)       
   The Ethereal Plane                            (neutral)       
   The Caverns of Armageddon                     (slightly good) 
   The Forest City of Aravne                     (neutral)       
   Plane of Fire                                 (slightly good) 
   Ruined Temple of Tezcatlipoca                 (slightly evil) 
   The Astral Plane                              (neutral)       
   Jotunheim                                     (slightly good) 
   The Transparent Tower                         (slightly good) 
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (slightly evil) 
   Sea Kingdom                                   (good)          
   Plane of Earth                                (neutral)       
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (slightly evil) 
   The Forgotten Mansion                         (slightly good) 
   Domain of Lost Souls                          (slightly good) 
  *The Hall of Knighthood                        (slightly evil) 
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (slightly evil) 
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (neutral)       
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (slightly evil) 
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (slightly evil) 
   The Royal Mausoleum of Castle IceCrag         (neutral)       
   Plane of Fire, Brass                          (slightly good) 
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (slightly evil) 
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (slightly evil) 
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (slightly good) 
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (slightly evil) 
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 6h/37H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw yufz'

< 6h/37H 114v/114V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the word 'yrl'
A black warhorse flies through the air, free as a bird!

< 6h/37H 114v/114V Pos: standing >
Sgen leaves down riding on a black warhorse.

< 6h/37H 114v/114V Pos: standing >

< 7h/37H 114v/114V Pos: standing >

< 7h/37H 114v/114V Pos: standing >

< 8h/37H 114v/114V Pos: standing >

< 9h/37H 114v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 9h/37H 114v/114V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West  -Down 
Puddles of fresh blood cover the ground.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
The corpse of a Human is lying here.
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 10h/37H 114v/114V 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 
Puddles of fresh blood cover the ground.
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.'

< 10h/37H 113v/114V Pos: standing >

< 10h/37H 113v/114V 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 
Fresh blood splatters cover the area.
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
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 large rat is scurrying about here.
An odd little man, with a shaved head and an orange robe, hums something.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 10h/37H 112v/114V 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 
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the walls.

< 11h/37H 111v/114V Pos: standing >

< 11h/37H 112v/114V Pos: standing >
You do not see that here.

< 11h/37H 113v/114V 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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West 
A few drops of fresh blood are scattered around the area.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.

< 11h/37H 113v/114V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East  -South -West  -Up   
Fresh blood covers everything in the area.
A stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.

< 11h/37H 112v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 11h/37H 112v/114V Pos: standing >
Alas, you cannot go that way. . . .

< 11h/37H 112v/114V Pos: standing >
You do not see that here.

< 11h/37H 113v/114V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your east.
A stray cat who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A stray dog who is close by to your west.
A tough mercenary who is a brief walk away to your west.
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.

< 12h/37H 114v/114V Pos: standing >
A stray cat leaves east.

< 12h/37H 114v/114V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
The corpse of a Human is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
A large wandering dog is here, growling at you.

< 12h/37H 113v/114V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A stray cat who is not far off to your east.
A stray dog who is not far off to your east.
A tough mercenary who is not far off to your west.

< 12h/37H 113v/114V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East  -West  -Up   
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.

< 12h/37H 112v/114V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your east.
A tharnadian thief-hunter who is not far off to your east.
A stray cat who is not far off to your east.
A stray cat who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A tough mercenary who is close by to your west.
Sgen who is close by above you.
A black warhorse who is close by above you.
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.

< 13h/37H 113v/114V Pos: standing >
Inside the Northern Gates
   Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
The corpse of an elite guard is lying here.
A few coins lie scattered here.

< 13h/37H 113v/114V Pos: standing >
Outside the Northern Gates
   Two huge ironbound gates mark the northern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
A huge block of solid ice is here to the north.
[2] The corpse of an elite guard is lying here.
The corpse of a Human is lying here.
The corpse of a controller is lying here.
[5] The corpse of an elite guard is lying here.
The corpse of a tharnadian illusionist is lying here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
Alarm bells sound, signalling an invasion!

< 13h/37H 112v/114V Pos: standing >
Inside the Northern Gates
   Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
The corpse of an elite guard is lying here.
A few coins lie scattered here.

< 13h/37H 111v/114V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East  -West  -Up   
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.

< 13h/37H 111v/114V Pos: standing >
A Northern Guard Tower
   This is the top of one of the two towers that stand on either side of the
northern wall of Tharnadia. The tower itself is forty feet in diameter
and made from solid stone.  A huge Scorpion ballista is
mounted on a circular turntable here, able to fire deadly looking twenty
foot long spears an incredible distance.  A jagged row of one foot wide
and five feet tall protectors runs along the outside edge of the tower,
probably used by archers in times of siege. A long steel ladder secured
to the inside of the wall allows access to the street some fifty feet below.
Obvious exits: -Down 
A heavy Scorpion ballista is here.
Sgen (Dwarf)(medium) sits atop a black warhorse.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below. (casting) 
A militia archer is posted here, keeping watch of the gates below.

< 13h/37H 110v/114V Pos: standing >
A militia archer starts casting a spell.
You do not see that here.

< 14h/37H 112v/114V Pos: standing >
A militia archer completes his spell...
A militia archer utters the words 'sfahzqhuai yfaw zzur'
Sgen bows deeply.

< 14h/37H 112v/114V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates.  The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East  -West  -Up   
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.
The corpse of a tharnadian thief-hunter is lying here.

< 14h/37H 112v/114V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 14h/37H 113v/114V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your east.
A stray cat who is not far off to your east.
A stray cat who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A tough mercenary who is close by to your west.
Sgen who is close by above you.
A black warhorse who is close by above you.
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.

< 14h/37H 114v/114V Pos: standing >
Sgen rides in on a black warhorse from above.

< 14h/37H 114v/114V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East  -West 
Fresh blood splatters cover the area.
The corpse of a Human is lying here.
The corpse of a tharnadian thief-hunter is lying here.
The corpse of a militia guard is lying here.
A large wandering dog is here, growling at you.

< 15h/37H 113v/114V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A stray cat who is not far off to your east.
A stray dog who is not far off to your east.
Sgen who is close by to your west.
A black warhorse who is close by to your west.
A tough mercenary who is not far off to your west.

< 15h/37H 113v/114V Pos: standing >
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East  -South -West  -Up   
A stray tomcat is darting after rodents, here.

< 15h/37H 112v/114V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your east.
A stray dog who is close by to your east.
A tharnadian thief-hunter who is close by to your south.
A stray cat who is close by to your south.
A militia guard who is not far off to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A stray dog who is close by to your west.
Sgen who is not far off to your west.
A black warhorse who is not far off to your west.
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.

< 15h/37H 113v/114V 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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West 
A tharnadian thief-hunter watches over the town streets intently.
A stray tomcat is darting after rodents, here.

< 16h/37H 113v/114V 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 
A young man in leather armor seems to be patrolling the walls.

< 16h/37H 112v/114V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A stray cat who is close by to your north.
A stray cat who is not far off 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 large rat who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A religious zealot who is a brief walk away to your west.
A street sweeper who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 16h/37H 113v/114V 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

< 16h/37H 112v/114V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your north.
A stray cat who is not far off to your north.
Sgen who is a brief walk away to your north.
A black warhorse who is a brief walk away to your north.
A stray cat who is a brief walk away to your north.
A militia guard who is not far off to your east.
A commoner who is in the distance to your east.
The old hound dog 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.

< 16h/37H 113v/114V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East  -South -West 

< 16h/37H 113v/114V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East  -South -West 
A militia guard is posted here, keeping watch over the bazaar.

< 16h/37H 112v/114V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East  -South -West 
A wooden stall stands here, goods displayed upon its counter.

< 16h/37H 111v/114V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East  -West 

< 17h/37H 110v/114V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern 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 Great Tharnadian Way 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 north and to the south.
Obvious exits: -North -East # -South -West 
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[3] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A commoner is standing here, minding his own business.
An old hound dog is sitting here by the counter.
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.

< 17h/37H 109v/114V Pos: standing >

< 17h/37H 110v/114V Pos: standing >
The iron seems to be closed.

< 17h/37H 111v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 17h/37H 112v/114V Pos: standing >
Ok.

< 17h/37H 114v/114V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East  -West 
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 18h/37H 113v/114V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern 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 Great Tharnadian Way 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 north and to the south.
Obvious exits: -North -East  -South -West 
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[3] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A commoner is standing here, minding his own business.
An old hound dog is sitting here by the counter.
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.

< 18h/37H 112v/114V Pos: standing >
Alarm bells sound, signalling an invasion!

< 18h/37H 112v/114V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West  -Up   

< 18h/37H 112v/114V 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.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West 
Puddles of fresh blood cover the ground.
The corpse of a tharnadian thief-hunter is lying here.
A tiny pond seems to suck the life from its surroundings.
A Troll (large) NightLord -*Clan DemonRage*- stands in mid-air here.
A Drow Elf (medium) DemonLord -*Clan DemonRage*- stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.
The singer harmonizes his song to other tunes. (minion) 
The singer harmonizes his song to other tunes. (minion) 
A Drow Elf (medium) FaNaTiC -*Clan DemonRage*- stands in mid-air here.
A Drow Elf (medium) NightLord -*Clan DemonRage*- stands in mid-air here.
A globe of darkness floats near a Drow Elf's head.
A Githyanki (medium) DemonLord -*Clan DemonRage*- stands in mid-air here.
A Troll (large) DemonLord -*Clan DemonRage*- stands in mid-air here.
A Duergar (medium)  Dakhira stands in mid-air here.
A Troll's impressive pierce critically injures you.
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.

< -3h/37H 111v/114V Pos: standing >