The death of [48 Minstrel] Yzar (_/Eye of Odin\_) (Grey Elf)

in The Ogre's Foot Lounge

from the perspective of [48 Minstrel] Yzar (_/Eye of Odin\_) (Grey Elf)

<worn on eyes>       a glass eye with a crimson iris
<worn in ear>        a diamond stud covered in blood (glowing)
<worn in ear>        a gloomwing feather
<worn around neck>   a spiked sunstone collar
<worn around neck>   a sinister obsidian collar from Ceothia [75%]
<worn on body>       a shining golden breast plate [poor]
<worn about body>    a cloak of Erebus of dexterity [80%]
<worn on back>       a large leather backpack
<worn about waist>   a silken sash of raw silk [superior]
<worn on belt buckle>a rugged adventurers satchel
<attached to belt>   a spellbook
<attached to belt>   a spellbook
<worn on arms>       some exquisite hemp sleeves from The Forest City of Aravne
<worn around wrist>  a bracelet of woven willow leaves [poor] (illuminating)
<worn around wrist>  a sapphire-studded bracelet
<worn on hands>      a living matrix
<worn on finger>     a glowing black ring
<worn on finger>     a ring of astral essence (humming)
<held>               an elven-bone songhorn
<worn on legs>       a pair of celestial leg plates
<worn on feet>       a random encrust object of endurance (humming)

Syniver the duergar warrior from Khildarak Stronghold stands here.

< 497h/497H 272v/274V Pos: standing >
 
    MMM^**^M^MM     
   MMMM^***..^M^    
     M^**^*.^^.M^   
      *******....M  
       *MM**M**.^.  
        ^@++++++++  
       *M+*^*.****  
      M^******....  
    MMMM^***^..^M   
   MMMMMM*^*..^M    
    MMMM^^**..^     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 497h/497H 271v/274V Pos: standing >
 
    MMM^***..^M     
     M^**^*.^^.M    
      *******....   
       *MM**M**.^.  
        ^M++++++++  
       *M@*^*.****  
      M^******....  
    MMMM^***^..^MM  
  MMMMMMM*^*..^M^   
   MMMMM^^**..^M    
      MMM^**M^M     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 

< 497h/497H 271v/274V Pos: standing >
 
    MMMM^***..^     
      M^**^*.^^.    
       *******...   
        *MM**M**.^  
         ^M+++++++  
        *@+*^*.***  
       M^******...  
     MMMM^***^..^M  
  MMMMMMMM*^*..^M   
   MMMMMM^^**..^    
       MMM^**M^     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 497h/497H 273v/274V Pos: standing >
Outside the Southern City Gates
   Two huge ironbound gates mark the southern 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 west and east 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 south toward the plains beyond.
Obvious exits: -North -South
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.

< 497h/497H 272v/274V Pos: standing >
You sing a song to lift the spirits high.
Inside the Southern City Gates
   Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the east and west.
Obvious exits: -East  -South -West 
A tharnadian thief-hunter watches over the town streets intently.
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.

< 497h/497H 273v/274V Pos: standing >
Ok.

< 497h/497H 273v/274V Pos: standing >
Road Under the Southern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East  -West  -Up   
A peasant farmer is here from his farmstead, probably on business.

< 497h/497H 272v/274V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A tharnadian thief-hunter who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by 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.

< 497h/497H 273v/274V Pos: standing >
Inside the Southern City Gates
   Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the east and west.
Obvious exits: -East  -South# -West 
A tharnadian thief-hunter watches over the town streets intently.
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.

< 497h/497H 273v/274V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East  -South -Up   

< 497h/497H 272v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 272v/274V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
Alas, you cannot go that way. . . .

< 497h/497H 274v/274V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
(Q)A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 497h/497H 273v/274V Pos: standing >
You sing a song to lift the spirits high.
A homeless child flies through the air, free as a bird!
A slutty whore flies through the air, free as a bird!

< 497h/497H 273v/274V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West 

< 497h/497H 272v/274V Pos: standing >
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
west, while opening east onto Keats street.
Obvious exits: -East  -West 

< 497h/497H 273v/274V Pos: standing >
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 east.  A community scathouse wafts its odors from the north.
Obvious exits: -North -East  -South
A shady looking youth is standing here, eyeing you with a devious glance.
A shady looking mercenary stands here, eyeing you with open contempt.
A street sweeper is cleaning here, singing songs of labor.

< 497h/497H 272v/274V Pos: standing >
A Community Outhouse
   The interior of this building is made of ten long boxes, each cut with ten
holes to accomodate a hundred flexing bottoms doing what they do best.
However, due to poor hygene, only about seventy five percent of the holes are
serviceable, the other twenty five either broken, covered with refuse, or just
too nasty to use because some jerk left a turd perched happily on the edge of
the hole.
Obvious exits: -South -Up   #
A youth turns red, and quickly moves his hands to his knees, as you enter.

< 497h/497H 273v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 273v/274V Pos: standing >
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 east.  A community scathouse wafts its odors from the north.
Obvious exits: -North -East  -South
A shady looking youth is standing here, eyeing you with a devious glance.
A shady looking mercenary stands here, eyeing you with open contempt.
A street sweeper is cleaning here, singing songs of labor.

< 497h/497H 272v/274V Pos: standing >
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
west, while opening east onto Keats street.
Obvious exits: -East  -West 

< 497h/497H 271v/274V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West 

< 497h/497H 271v/274V 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

< 497h/497H 272v/274V 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 area.

< 497h/497H 273v/274V Pos: standing >
You sing a song to lift the spirits high.
A militia guard flies through the air, free as a bird!
You quickly scan the area.
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 militia guard who is in the distance to your south.
A militia guard 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 stray cat who is not far off to your west.
A street sweeper who is a brief walk away to your west.
A stray cat who is a brief walk away to your west.
A militia guard who is rather far off to your west.
The doctor who is in the distance to your west.

< 497h/497H 273v/274V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A 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.

< 497h/497H 272v/274V Pos: standing >
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
A stray cat who is close by to your west.
A street sweeper who is not far off to your west.
A stray cat who is not far off to your west.
A militia guard who is a brief walk away to your west.
The doctor who is rather far off to your west.

< 497h/497H 273v/274V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West  -Up   
Jodnan, the blacksmith stands here working his metals.

< 497h/497H 273v/274V Pos: standing >
Kannard's Secret Shop of Intrigue
Formed by a light blue, glowing mist, this room seems to pulsate
in and out of existence. Various artifacts from reaches far beyond our own realm
slowly phase into view, providing a glimpse into other-worldy realms. A
cloaked, hooded figure hovers in the center of the room, beckoning you closer.
Obvious exits: -Up    -Down 
a wooden item information sign is here.
Kannard, the traveller of Realms hovers here.

< 497h/497H 272v/274V Pos: standing >
A Waterfall Of Blood
As if formed by an extradimensional pocket, this room fluxes in and out of
reality. Seemingly from nowhere, thick crimson waves of blood flow from an
unknown source creating the confines of the room, which disappear into a
series of bleach white skulls which line the floor, creating a soft crackle
beneath your feet as you walk into the room. A solitary figure hovers about
the center of the room, clothed in black, arms outstretched.
Obvious exits: -Down 
The Harvester, collector of souls hovers about the room.

< 497h/497H 271v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 272v/274V Pos: standing >
Kannard's Secret Shop of Intrigue
Formed by a light blue, glowing mist, this room seems to pulsate
in and out of existence. Various artifacts from reaches far beyond our own realm
slowly phase into view, providing a glimpse into other-worldy realms. A
cloaked, hooded figure hovers in the center of the room, beckoning you closer.
Obvious exits: -Up    -Down 
a wooden item information sign is here.
Kannard, the traveller of Realms hovers here.

< 497h/497H 273v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 273v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 273v/274V Pos: standing >
Alas, you cannot go that way. . . .

< 497h/497H 273v/274V Pos: standing >
The power of song has no effect here.
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West  -Up   
Jodnan, the blacksmith stands here working his metals.

< 497h/497H 272v/274V Pos: standing >
The Hall of Guilds
This room is filled with documents of all sorts: Combat Scenarios,
Battle Treaties, Governing Documents. A tall Human stands behind
a wooden counter, twirling his moustache and eyeing you.
Obvious exits: -East 
Kotil, the guildmaster smiles as you enter.

< 497h/497H 271v/274V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West  -Up   
Jodnan, the blacksmith stands here working his metals.

< 497h/497H 272v/274V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East  -South -West 
A 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.

< 497h/497H 272v/274V Pos: standing >
The Great Fountain of Tharnadia
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.

< 497h/497H 272v/274V 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 
[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.'

< 497h/497H 272v/274V Pos: standing >
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.

< 497h/497H 273v/274V Pos: standing >
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.

< 497h/497H 272v/274V 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.
The receptionist who is close by to your east.
Ithilin, the travelling bard. Who is close by to your south.
A gnome inventor who is close by to your west.

< 497h/497H 272v/274V Pos: standing >
Room #1
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -North
A large burlap sack sits on the floor here.
A giant map of the surrounding countryside lies on the desk here.
(Q)A halfling in brightly colored garb sits here, studying his map.

< 497h/497H 273v/274V Pos: standing >
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.

< 497h/497H 272v/274V Pos: standing >
Room #2
  This room is not very big but it is well furnish.  It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
(Q)A brawny dwarf stands here, practicing his technique.

< 497h/497H 271v/274V Pos: standing >
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.
*A gnome inventor is standing here, busy with his own matters.
An impenetrable globe of darkness floats near a gnome inventor's head.

< 497h/497H 273v/274V Pos: standing >
You get a tarnished royal signet ring.

< 497h/497H 273v/274V Pos: standing >
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.

< 497h/497H 272v/274V Pos: standing >

< 497h/497H 274v/274V Pos: standing >
The Ogre's Foot Inn
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.

< 497h/497H 274v/274V Pos: standing >
Ok.

< 497h/497H 274v/274V Pos: standing >
The Ogre's Foot Inn
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.

< 497h/497H 274v/274V Pos: standing >

< 497h/497H 274v/274V Pos: standing >

< 497h/497H 274v/274V Pos: standing >
A gnome inventor sneaks in from the west.

< 497h/497H 274v/274V Pos: standing >
A gnome inventor sneaks down.

< 497h/497H 274v/274V Pos: standing >
The Ogre's Foot Inn
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.

< 497h/497H 274v/274V Pos: standing >
Who should the spell be cast upon?  You must specify a target!

< 497h/497H 274v/274V Pos: standing >
Slay whom?

< 497h/497H 274v/274V 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 
[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.'
*A gnome inventor is standing here, busy with his own matters.
An impenetrable globe of darkness floats near a gnome inventor's head.

< 497h/497H 273v/274V Pos: standing >
Slay whom?
A gnome inventor snaps into visibility.
-=[Out of nowhere, a gnome inventor stabs you in the back.]=-
OUCH!  That really did HURT!
[Damage:  8 ] -=[A gnome inventor ignites into black flames as he hits you!]=-
A Goblin's disguise falls apart!

< 422h/497H 273v/274V Pos: standing >
< T: Yzar TP: sta TC: small wounds E: A Goblin sta EP: few scratches >
 A Goblin's skillfully shifts his stance and darksteel rapier [superior] with a strange black stone glistens with insane speed to thwart your attack!
-=[A Goblin's impressive slash strikes you.]=-
[Damage:  6 ] -=[A Goblin ignites into black flames as he hits you!]=-
A Goblin's darksteel rapier [superior] with a strange black stone murmurs some strange incantations...
-=[A Goblin's concussion blast rips into you, shattering your soul!]=-
OUCH!  That really did HURT!
A darksteel rapier [superior] with a strange black stone slices through the air with incredible ease!
-=[A Goblin's impressive slash strikes you.]=-
[Damage:  6 ] -=[A Goblin ignites into black flames as he hits you!]=-
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.

< 331h/497H 273v/274V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: A Goblin sta EP: few scratches >
 You do not see that here.

< 331h/497H 273v/274V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: A Goblin sta EP: few scratches >
 The Ogre's Foot Lounge
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.'
A Goblin (small)  *-* The Veterans of Bloodlust *-* stands in mid-air here, fighting YOU!
An impenetrable globe of darkness floats near a Goblin's head.

< 331h/497H 273v/274V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: A Goblin sta EP: few scratches >
 You start chanting...

< 331h/497H 273v/274V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: A Goblin sta EP: few scratches >
 A Goblin dances an amazing maneuver in battle, tripping you.

< 331h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: few wounds E: A Goblin sta EP: few scratches >
 Standing would be a good first step.
You abort your spell before it's done!

< 331h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: few wounds E: A Goblin sta EP: few scratches >
 -=[A Goblin's powerful slash strikes you.]=-
[Damage: 10 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's powerful pierce strikes you.]=-
[Damage: 11 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's slash strikes you hard.]=-
[Damage: 12 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's pierce strikes you hard.]=-
[Damage: 10 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's powerful pierce strikes you hard.]=-
[Damage: 10 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's impressive slash strikes you hard.]=-
[Damage:  9 ] -=[A Goblin ignites into black flames as he hits you!]=-

< 194h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: nasty wounds E: A Goblin sta EP:  small wounds >
 Sala starts casting an offensive spell.
Sala snaps into visibility.

< 194h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: nasty wounds E: A Goblin sta EP:  small wounds >
 With unbelievable speed, a Goblin's darksteel rapier [superior] with a strange black stone intercepts your attack, and then a Goblin steps wide to deliver a graceful counter-attack!
-=[A Goblin's slash strikes you hard.]=-
[Damage:  7 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's powerful slash strikes you very hard.]=-
[Damage: 10 ] -=[A Goblin ignites into black flames as he hits you!]=-
A Goblin parries your futile lunge at him.

< 153h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: nasty wounds E: A Goblin sta EP:  small wounds >
 Sala completes her spell...
Sala utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-

< 111h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC:pretty hurt E: A Goblin sta EP:  small wounds >
 -=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-

< 75h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC:pretty hurt E: A Goblin sta EP:  small wounds >
 -=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-
You wish that your wounds would stop BLEEDING so much!

< 45h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: awful E: A Goblin sta EP:  small wounds >
 
< 45h/497H 273v/274V Pos: on your ass >
< T: Yzar TP: ass TC: awful E: A Goblin sta EP:  small wounds >
 -=[A Goblin's pierce causes you to grimace in pain.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
[Damage: 11 ] -=[A Goblin ignites into black flames as he hits you!]=-
-=[A Goblin's slash 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.
[Damage: 11 ] -=[-=[