The death of [46 Necrolyte] Aikii -=Celestial Sigil=- (Githzerai)

in A Dark Hallway

from the perspective of [46 Assassin] Fraglo *-* Warlords *-* (Troll)

<worn as a badge>    a masterly crafted obsidian badge of health [58%]
<worn on head>       a blood hawk headdress [57%]
<worn on eyes>       the eyes of the High Forest (glowing) [53%]
<worn in ear>        an earring of bone [poor] [88%]
<worn in ear>        a dangling whitestone earring
<worn on face>       a lithixl beak [62%]
<worn around neck>   a slaadi necklace of Chaos of constitution (glowing)
<worn around neck>   an honor of guards medallion of dexterity [84%]
<worn on body>       Lobos' leather coat of precision [69%]
<worn about body>    a deep hooded cloak of jubilation
<worn as quiver>     the masters quiver of regeneration (glowing) [56%]
<worn about waist>   a belt encrusted with black sapphires [poor] [74%]
<worn on belt buckle>an ankylosaur tail club of damage (glowing) [71%]
<worn on arms>       the vambraces of the vampire lords of damage (humming) [85%]
<worn around wrist>  an adamantium bracer of Tarkorsh of precision
<worn around wrist>  a bracelet of woven willow leaves [superior]
<worn on hands>      the gauntlets of the lifestealer (glowing) [50%]
<worn on finger>     an obsidian circle of endurance
<worn on finger>     an obsidian circle of endurance [76%]
<primary weapon>     Tiamat's poison tail stinger[219h 15m 49s]
<secondary weapon>   the dagger of Wind (invis)[219h 15m 34s]
<worn on legs>       some skull knee guards lined with feathers [superior] [67%]
<worn on feet>       some spurred blood crystal boots [31%]


< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Eidolon Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Eidolon Road
</map>
A Bend in the Eidolon Road
   Famed throughout all of Tharnadia as the city's most vile and wretched
place, this alley also bears the nickname, The Nobleman's Graveyard.  It is a
street of murder and dark deals, an area where not even the city guards dare
tread, and a land where the shadows hold many evil secrets.  Littered with
trash and the smell of things rotting, this street is definitely not the
spot for the weak of heart.  The road continues to the east and south, while a
murky alley leads out to the west.
Obvious exits: -East  -South -West 
A huge rat is here, eyeing you with a vicious hunger.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in a Murky Alley
</map>
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.
Robbers and thieves would find this the perfect place in which to relieve
those foolish rich nobles who wander here of their gold and jewels, not so
very far away from the wealthier northern sector.  Few piles of trash can be
seen here, indicating that this alley must be cleaned by someone, not quite
the darkest of places one can find in Tharnadia.  The alley continues to the
north, while Eidolon road lies to the east.
Obvious exits: -North -East 

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in a Murky Alley
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in a Murky Alley
</map>
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the west.  A dingy building stands to the north, its facade covered in
grime.
Obvious exits: -North -South -West 
A stray tomcat is darting after rodents, here.
There are some tracks heading north.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dingy Building
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dingy Building
</map>
A Dingy Building
   Perhap once used as a home, before this area fell into decay, this building
is now an unofficial wayward house for the Tharnadian homeless.  The walls are
bare stone, cracked and crumbling, with the occaisonal half-torn painting
still hanging from it.  The door south at one time had an elaborate doorjam,
crafted of oak and handcarved with images of nymphs and satyrs.  But that
remnant of a long gone time is now scarved by the work of termites and small
fires.
Obvious exits: -South
(Q)A homeless child is here, scrounging around for some food.
A homeless beggar is here, asking for a few coins.(Gold Aura)
A homeless peasant is here, looking lost and hungry.(Gold Aura)
A homeless peasant is here, looking lost and hungry.(Gold Aura)
A homeless peasant is here, looking lost and hungry.(Gold Aura)

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 378v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 378v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 378v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in a Murky Alley
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in a Murky Alley
</map>
A Bend in a Murky Alley
   This narrow ten foot wide alley is darkened and veiled in shadows from the
tall buildings on either side of it, rising up one to two stories each.  Few
piles of trash can be seen here, indicating that this alley must be cleaned by
someone, not quite the darkest of places one can find in Tharnadia.  Robbers
and thieves would find this the perfect place in which to relieve those
foolish rich nobles who wander here of their gold and jewels, not so very far
away from the wealthier northern sector.  The alley continues to the south and
to the west.  A dingy building stands to the north, its facade covered in
grime.
Obvious exits: -North -South -West 
A stray tomcat is darting after rodents, here.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the west the
road turns south.  A murky alley winds its way east, into the seedier parts of
the city.
Obvious exits: -North -East  -West 

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the east.
Obvious exits: -East  -South

< 1162h/1162H 375v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
   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.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the west the
road turns south.  A murky alley winds its way east, into the seedier parts of
the city.
Obvious exits: -North -East  -West 

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Western Wall Road
</map>
The Western 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.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues to the south, while it intersects with the
Grand Tharnadian Way to the north.
Obvious exits: -North -South

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: An Arch Before the Keeps
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: An Arch Before the Keeps
</map>
An Arch Before the Keeps
   A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps.  The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south.  No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute.  The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East  -South -West 
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
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 long steel sword is here in the dirt.
A warhammer with a sturdy-looking steel head lies here.
A young man in leather armor seems to be patrolling 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 tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Western Arch
</map>
Outside the Western Arch
   A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way.  No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates.  A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps.  The path leaves west.
Obvious exits: -East  -West 

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Before a Rise in the Path up the Shr'nn Mesa
</map>
Before a Rise in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  The path continues up and east.
Obvious exits: -East  -Up   

< 1162h/1162H 374v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >
You feel like a potion could do you good once again.

< 1162h/1162H 378v/378V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

<map>
Zone: Tharnadia - City of Humans.
Room: The Top of a rise in the Path up the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Top of a rise in the Path up the Shr'nn Mesa
</map>
The Top of a rise in the Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues west and down.
Obvious exits: -West  -Down 
A squirrel is wandering around here.(Gold Aura)

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Bottom of a Steep Path up the Shr'nn Mesa
</map>
The Bottom of a Steep Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east to the top
of a small drop.
Obvious exits: -East  -Up   

< 1162h/1162H 374v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Steep Path up the Shr'nn Mesa
</map>
A Steep Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 

< 1162h/1162H 372v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 374v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Landing in the Path up the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Landing in the Path up the Shr'nn Mesa
</map>
A Landing in the Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -West  -Down 
A small chipmunk scurries about here.(Gold Aura)
A diminutive old man sits here, scribbling on some vellum.

< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Landing on the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Landing on the Shr'nn Mesa
</map>
A Landing on the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  The path continues to the east and to the west.
Obvious exits: -East  -West 
A squirrel is wandering around here.(Gold Aura)
A squirrel is wandering around here.(Gold Aura)
There are Troll tracks going west.

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Bottom of a Steep Rise up the Shr'nn Mesa
</map>
The Bottom of a Steep Rise up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues east and up
from here.
Obvious exits: -East  -Up   

< 1162h/1162H 374v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 
A squirrel is wandering around here.(Gold Aura)
There are some tracks.

< 1162h/1162H 374v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad.  The path continues up and down from
here.
Obvious exits: -Up    -Down 

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>
A Path up the Shr'nn Mesa
   The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side.  Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province.  The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks.  Large steps have been carved into the mesa's side, making it easier to
scale this steep incline.  The path continues up and down.
Obvious exits: -Up    -Down 
A squirrel is wandering around here.(Gold Aura)
A squirrel is wandering around here.(Gold Aura)

< 1162h/1162H 374v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 374v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Path up the Shr'nn Mesa
</map>
A Path up the Shr'nn Mesa
   The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks.  Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province.  The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side.  Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia.  The path continues west and down
from here.
Obvious exits: -North -South -West  -Down 
A squirrel is wandering around here.(Gold Aura)

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Gates of Caer Tannad
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Gates of Caer Tannad
</map>
Outside the Gates of Caer Tannad
   The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you.  Its gates stand nearly two hundred feet tall and are
made out of solid admantite.  Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold.  To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above.  All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East  -West 
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
There are some tracks heading west.

< 1162h/1162H 374v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Gates of Caer Tannad
</map>
Inside the Gates of Caer Tannad
   Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall.  A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked.  A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed.  A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East  -South

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South

< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Dark Hallway
</map>
A Bend in the Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -South -West 

< 1162h/1162H 374v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 376v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 378v/378V Pos: standing >
You quickly scan the area.
A militia guard who is a brief walk away to your south.
A Githzerai who is rather far off to your south.
Melmba, the redeemed who is rather far off to your south.
A militia guard who is close by to your west.

< 1162h/1162H 378v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east to a turn, while to the west it heads toward the cellblock
entrance.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling the area.
There are some tracks heading west.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues east
and west.
Obvious exits: -East  -West 

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues west to a turn, and east into the darkness.  To the south the
dungeon entrance looms up ominously.
Obvious exits: -East  -South# -West 

< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues east
and west.
Obvious exits: -East  -West 
There are Troll tracks going west.

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east to a turn, while to the west it heads toward the cellblock
entrance.
Obvious exits: -East  -West 
A young man in leather armor seems to be patrolling the area.
There are some tracks heading east.
There are some tracks heading west.

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Dark Hallway
</map>
A Bend in the Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -South -West 

< 1162h/1162H 375v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 378v/378V Pos: standing >
You quickly scan the area.
A militia guard who is a brief walk away to your south.
A Githzerai who is rather far off to your south.
Melmba, the redeemed who is rather far off to your south.
A militia guard who is close by to your west.

< 1162h/1162H 378v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South

< 1162h/1162H 377v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Gates of Caer Tannad
</map>
Inside the Gates of Caer Tannad
   Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall.  A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked.  A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed.  A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East  -South

< 1162h/1162H 376v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
A young man in leather armor seems to be patrolling the area.
There are Troll tracks going south.

< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
A spellbook has been tossed aside here.
A Githzerai (medium)  -=Celestial Sigil=- sits resting.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)

< 1162h/1162H 376v/378V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 65 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 62 ] A Githzerai makes a strange sound as you place the dagger of Wind in his back.

< 1162h/1162H 378v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  few wounds >
 You parry a Githzerai's lunge at you.

< 1162h/1162H 378v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  few wounds >
 You attempt to flee...

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues east and west into the darkness.
Obvious exits: -East  -West 
You flee westward!

< 1162h/1162H 370v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 375v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
A spellbook has been tossed aside here.
A Githzerai (medium)  -=Celestial Sigil=- sits in mid-air here.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)

< 1162h/1162H 377v/378V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 28 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 25 ] A Githzerai makes a strange sound as you place the dagger of Wind in his back.

< 1162h/1162H 377v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  few wounds >
 You skillfully slip behind a Githzerai and slit their throat resulting in a mist of blood!

< 1162h/1162H 377v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  few wounds >
 A militia guard enters from the north.

< 1162h/1162H 377v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  few wounds >
 You attempt to flee...

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
There are some tracks heading south.
You flee northward!

< 1162h/1162H 367v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
A spellbook has been tossed aside here.
A young man in leather armor seems to be patrolling the area.
A Githzerai (medium)  -=Celestial Sigil=- sits in mid-air here.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)
There are Troll tracks going north.

< 1162h/1162H 366v/378V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 65 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 59 ] A Githzerai makes a strange sound as you place the dagger of Wind in his back.

< 1162h/1162H 366v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP: pretty hurt >
 You dodge a Githzerai's vicious attack.
You snap into visibility.

< 1162h/1162H 368v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP: pretty hurt >
 A Githzerai's blood splatters as it hits the ground.

< 1162h/1162H 368v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP: pretty hurt >
 You attempt to flee...

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
You flee northward!

< 1162h/1162H 362v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
Puddles of fresh blood cover the ground.
A spellbook has been tossed aside here.
A young man in leather armor seems to be patrolling the area.
A Githzerai (medium)  -=Celestial Sigil=- sits in mid-air here.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)
There are some tracks heading north.

< 1162h/1162H 361v/378V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 28 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
With a swift tug you wrench the weapon free, ramming it into a Githzerai's spine!.
[Damage: 10 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 26 ] A Githzerai makes a strange sound as you place the dagger of Wind in his back.

< 1162h/1162H 361v/378V Pos: standing >
< T: Fraglo TP: sta TC:excellent E: A Githzerai sit EP:  awful >
 You attempt to flee...

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle.  The hallway is devoid of light, lending this prison keep a
tomblike feel.  No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place.  >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife.  Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin.  The hallway
continues north and south into the darkness.
Obvious exits: -North -South
You flee northward!

< 1162h/1162H 348v/378V Pos: standing >
Alas, you cannot go that way. . . .

< 1162h/1162H 348v/378V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Dark Hallway
</map>
A Dark Hallway
   Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness.  Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin.  No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place.  The
hallway is devoid of light, lending this prison keep a tomblike feel.  Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle.  From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife.  The hallway continues north
and west.
Obvious exits: -North -West 
Fresh blood splatters cover the area.
A spellbook has been tossed aside here.
A young man in leather armor seems to be patrolling the area.
A Githzerai (medium)  -=Celestial Sigil=- sits in mid-air here.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)
There are some tracks heading north.

< 1162h/1162H 349v/378V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 28 ] A Githzerai makes a strange sound as you place Tiamat's poison tail stinger in his back.
A Githzerai is stunned!
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 11 ] A Githzerai makes a strange sound as you place the dagger of Wind in his back.
A Githzerai is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!