<floating about head>a dark ioun stone[119h 37m 53s]
<worn as a badge> a necromantic death shroud
<worn on head> a blood hawk headdress [77%]
<worn on eyes> devil eyes of the ghargatula [poor]
<worn in ear> an emerald disc fashioned from bone
<worn in ear> a diorite cross wrapped in skin [75%]
<worn on face> a lithixl beak [poor]
<worn around neck> a slaadi necklace of Chaos (glowing)
<worn around neck> an iron locket (glowing)
<worn on body> the chameleon suit of transformation [superior] [88%]
<worn about body> the cloak of shadow dragons [poor] [72%]
<worn as quiver> the ancient sheath of *-* Clan BloodLust *-* (glowing)
<worn about waist> a tattered belt of dwarven scalps [44%]
<worn on belt buckle>a jeweled iron belt buckle from The Docks of Quietus Quay [88%]
<worn on arms> the sleeves of impskin
<worn around wrist> an elven bracelet of precision [superior] [65%]
<worn around wrist> a steel wire (glowing) [68%]
<worn on hands> some black leather gloves with mithril blades [54%]
<worn on finger> an obsidian circle of endurance [61%]
<worn on finger> an obsidian circle [superior]
<primary weapon> a darksteel rapier [superior] with a strange black stone (glowing) [74%]
<secondary weapon> Silence, the dagger of anguish [superior]
<worn on legs> some blue-tinted chainmail leggings [69%]
<worn on feet> the boots named "Death Incarnate" of damage [84%]
An elite guard who is close by to your east.
An elite guard who is close by to your east.
A large rat who is not far off to your east.
A militia guard who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.
A large rat who is rather far off to your east.
A wild horse who is rather far off to your east.
A militia guard who is rather far off to your east.
< 735h/735H 223v/225V 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 human merchant from another town stands here, perusing Tharnadia.
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.
< 735h/735H 221v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West
A large rat is scurrying about here.
< 735h/735H 220v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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. The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
A wild horse of the sylvan woodlands trots about here briskly.
A young man in leather armor seems to be patrolling the walls.
A large wandering dog is here, growling at you.
< 735h/735H 220v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West
A large rat is scurrying about here.
A shady looking youth is standing here, eyeing you with a devious glance.
A young man in leather armor seems to be patrolling the walls.
< 735h/735H 220v/225V Pos: standing >
< 735h/735H 221v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
< 735h/735H 224v/225V Pos: standing >
< 735h/735H 224v/225V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 735h/735H 224v/225V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A stray cat who is close by to your east.
A stray cat who is close by to your east.
A militia guard who is a brief walk away to your east.
The Tharnadian Quartermaster who is a brief walk away to your east.
The town crier who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A large rat who is close by to your south.
The shady youth who is close by to your south.
A militia guard who is close by to your south.
The doctor who is close by to your west.
< 735h/735H 224v/225V Pos: standing >
Autosaving...
< 735h/735H 224v/225V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A stray cat who is close by to your east.
A stray cat who is close by to your east.
A militia guard who is a brief walk away to your east.
The Tharnadian Quartermaster who is a brief walk away to your east.
The town crier who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A large rat who is close by to your south.
The shady youth who is close by to your south.
A militia guard who is close by to your south.
The doctor who is close by to your west.
< 735h/735H 225v/225V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A stray cat who is close by to your east.
A stray cat who is close by to your east.
A militia guard who is a brief walk away to your east.
The Tharnadian Quartermaster who is a brief walk away to your east.
The town crier who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A large rat who is close by to your south.
The shady youth who is close by to your south.
A militia guard who is close by to your south.
The doctor who is close by to your west.
< 735h/735H 225v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
A street sweeper is cleaning here, singing songs of labor.
A stray tomcat is darting after rodents, here.
A stray tomcat is darting after rodents, here.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
< 735h/735H 223v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
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 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 young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 735h/735H 222v/225V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 735h/735H 223v/225V Pos: standing >
The door is open.
A heavy oak door hangs from its hinges.
You extend your sights southward.
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
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A large stone warhammer has been dropped here.
A piece of rune covered granite lies here.
A small leather-bound book lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large black leather whip lies coiled here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A great flail has been carelessly left 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.'
< 735h/735H 225v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A large stone warhammer has been dropped here.
A piece of rune covered granite lies here.
A small leather-bound book lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large black leather whip lies coiled here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A great flail has been carelessly left 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.'
< 735h/735H 224v/225V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 735h/735H 224v/225V Pos: standing >
The town crier shouts 'Blessed be the glorious gods of Duris!'
You quickly scan the area.
A militia guard who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A tharnadian illusionist 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 receptionist who is close by above you.
The mailman who is close by below you.
< 735h/735H 224v/225V Pos: standing >
A spiral oak staircase leads to the inn.
You extend your sights upward.
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
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.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
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
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.
< 735h/735H 223v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
An ancient and tarnished signet ring lies in the dust here.
< 735h/735H 222v/225V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 735h/735H 223v/225V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
A tharnadian illusionist 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.
Ithilin, the travelling bard. Who is close by to your south.
< 735h/735H 225v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 224v/225V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
The receptionist who is not far off to your east.
Rhed, the elven ranger who is close by to your south.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 223v/225V Pos: standing >
< 735h/735H 223v/225V Pos: standing >
You quickly scan the area.
An energetic gnome who is close by to your north.
A tharnadian illusionist who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
The receptionist who is a brief walk away to your east.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 224v/225V Pos: standing >
< 735h/735H 224v/225V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
The receptionist who is rather far off to your east.
Leodra, the pudgy gnome conjurer who is close by to your south.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South
< 735h/735H 223v/225V Pos: standing >
You quickly scan the area.
A wild grey elf child who is close by to your north.
An energetic human child who is close by to your north.
A rambunctious halfling child who is close by to your north.
A tharnadian illusionist 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.
The receptionist who is in the distance to your east.
A muscular human who is close by to your south.
< 735h/735H 223v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 223v/225V Pos: standing >
< 735h/735H 223v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 735h/735H 224v/225V Pos: standing >
< 735h/735H 224v/225V Pos: standing >
Looks like an exit.
You extend your sights eastward.
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
An ancient and tarnished signet ring lies in the dust here.
< 735h/735H 224v/225V Pos: standing >
< 735h/735H 224v/225V Pos: standing >
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
An ancient and tarnished signet ring lies in the dust here.
< 735h/735H 223v/225V Pos: standing >
A Grey Elf enters from the north.
< 735h/735H 223v/225V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.
< 735h/735H 224v/225V Pos: standing >
A Grey Elf gets a tarnished royal signet ring.
< 735h/735H 225v/225V Pos: standing >
A Grey Elf leaves east.
< 735h/735H 225v/225V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
A Grey Elf who is close by to your east.
A tharnadian illusionist 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.
The receptionist who is close by to your east.
Ithilin, the travelling bard. Who is close by to your south.
< 735h/735H 225v/225V Pos: standing >
A Corridor
Obvious exits: -North -East -South -West -Up
You barely sense a lifeform nearby.
< 735h/735H 225v/225V Pos: standing >
The door is open.
You extend your sights eastward.
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
A large sign hangs from the front of the counter here.
A Grey Elf (medium) Berserker (_/Eye of Odin\_) stands in mid-air 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.
< 735h/735H 225v/225V Pos: standing >
< 735h/735H 225v/225V Pos: standing >
Ok.
< 735h/735H 225v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
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
A large sign hangs from the front of the counter here.
A Grey Elf (medium) Berserker (_/Eye of Odin\_) stands in mid-air 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.
< 735h/735H 224v/225V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
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
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A large stone warhammer has been dropped here.
A piece of rune covered granite lies here.
A small leather-bound book lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large black leather whip lies coiled here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A great flail has been carelessly left 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.'
< 735h/735H 223v/225V Pos: standing >
< 735h/735H 223v/225V Pos: standing >
Backstab who?
< 735h/735H 225v/225V Pos: standing >
A Grey Elf enters from above.
< 735h/735H 225v/225V Pos: standing >
You snap into visibility.
[Damage: 75 ] -=[A Grey Elf makes a strange sound as you place a darksteel rapier [superior] with a strange black stone in her back.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
Your disguise falls apart!
< 727h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Grey Elf sta EP: small wounds >
You play with a Grey Elf before lunging into an offensive routine!
[Damage: 14 ] -=[Your impressive slash strikes a Grey Elf.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
Your darksteel rapier [superior] with a strange black stone murmurs some strange incantations...
[Damage: 63 ] -=[Your concussion blast rips into a Grey Elf, shattering her soul!]=-
A darksteel rapier [superior] with a strange black stone slices through the air with incredible ease!
[Damage: 14 ] -=[Your impressive slash strikes a Grey Elf.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
You parry a Grey Elf's lunge at you.
You parry a Grey Elf's lunge at you.
< 715h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Grey Elf sta EP: few wounds >
A Grey Elf starts casting an offensive spell.
Sorry, you aren't allowed to do that in combat.
< 715h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Grey Elf sta EP: few wounds >
You do an amazing maneuver, tripping a Grey Elf.
< 715h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Grey Elf ass EP: few wounds >
A Grey Elf stops invoking abruptly!
< 715h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC:few scratches E: A Grey Elf ass EP: few wounds >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 23 ] -=[Your powerful slash strikes a Grey Elf.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 24 ] -=[Your powerful pierce strikes a Grey Elf.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 26 ] -=[Your slash strikes a Grey Elf hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 22 ] -=[Your pierce strikes a Grey Elf hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 22 ] -=[Your powerful pierce strikes a Grey Elf hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 20 ] -=[Your impressive slash strikes a Grey Elf hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
< 653h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: nasty wounds >
A Gnome starts casting an offensive spell.
A Gnome snaps into visibility.
< 653h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: nasty wounds >
With superb grace and ease, you intercept a Grey Elf's attack with darksteel rapier [superior] with a strange black stone and counter-attack!
[Damage: 17 ] -=[Your slash strikes a Grey Elf hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 24 ] -=[Your powerful slash strikes a Grey Elf very hard.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
You parry a Grey Elf's lunge at you.
< 636h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: nasty wounds >
A Gnome completes her spell...
A Gnome utters the word 'agsplnuahz'
Ghostly hands appear before a Grey Elf, close around her neck and begin to squeeze!
A Grey Elf gasps for air as a pair of ghostly hands tighten around her throat!
< 636h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: pretty hurt >
A Grey Elf gasps for air as a pair of ghostly hands tighten around her throat!
< 636h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: pretty hurt >
A Grey Elf gasps for air as a pair of ghostly hands tighten around her throat!
< 636h/735H 225v/225V Pos: standing >
< T: Rex TP: sta TC: small wounds E: A Grey Elf ass EP: awful >
Your improved dexterity grants you an additional attack!
[Damage: 26 ] -=[Your pierce causes a Grey Elf to grimace in pain.]=-
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 24 ] -=[Your slash critically injures a Grey Elf.]=-
A Grey Elf is incapacitated and will slowly die, if not aided.
-=[You ignite into black flames as you hit a Grey Elf!]=-
[Damage: 6 ] -=[Your fine pierce hits a Grey Elf.]=-
A Grey Elf's mining pick was completely destroyed by the massive blow!
A Grey Elf's a blood hawk headdress was completely destroyed by the massive blow!
A Grey Elf's skull-faced warmask lined with feathers [poor] was completely destroyed by the massive blow!
A Grey Elf's masterly crafted obsidian badge was completely destroyed by the massive blow!
A Grey Elf is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Rex by 13333333.
The smell of fresh blood enters your body, infusing you with power!