The death of [ 2 Necromancer] Urmom (Githzerai)

in Inside the Eastern City Gates

from the perspective of [ 2 Necromancer] Urmom (Githzerai)


Ur                  Tiamat's poison tail stinger
Balen               the platemail of the DragonLord
Furiko              the mystic axe of the dragonkind
Duac                a mystical warhammer
Balen               the holy mace of the efreeti
Sane                a pair of pale, misty gloves
Kungen              sunblade, longsword of Justice
Drozk               the ketoh of the Serpentine chindi
Duac                the mace of light and darkness
Zhady               the sword of fire and flame
Myrk                the mystical longsword of Volo the Traveler
Syl                 the Living Necroplasm

       ------Summary------
         Goodies:      20
         Evils:        7
         Total:        27

< 25h/25H 123v/123V Pos: standing >
Owner               Unique

Fheer               a wispy astral-twined mindstone ring
Zar                 the mace of the earth
Ra                  the staff of blue flames
Tiu                 the stone mace 'Godsfury'
Sadash              the Crown of Aktosh
Birj                the totem of Mox
Pooka               a blood red sword named 'Death Rider'
Zar                 Bahamut's mask of vigor
Kale                the platemail of the Dragon Horde
Kale                the three-pronged totem of the Naga Queen
Thugan              the orb of elemental fire
Sizen               some platemail of colorless salamander scales
Tilia               the robe of Lost Souls
Jai                 a large gold-rimmed church door
Sgan                Utgard-Loki's crystal ball
Gnomad              a gilded Songbird charm
Iko                 a frost-covered braided necklace
Gnomad              the instrument of lyrical mastery
Iko                 a set of gartham hide sleeves
Torpsi              the glittering cloak of the sprite queen, Faelarae
Zelly               a cold saber called 'icicle'
Gnomad              some spiked crabshell armor
Dazo                a sword of the whirlwinds
Ra                  the mask of wildmagic
Rioss               the oaken staff of the woodlands
Reviathil           the wailing face of a pygmie banshee
Crux                a haze of swirling green vapor
Drok                the wicked-looking scimitar of Demogorgon
Gell                Tsunami, the trident of storms
Gell                'Einjar' the titan shield of purity
Kungen              the granite dagger 'BloodFeast'
Zar                 the eyes of the mindflayer
Crux                a death ring of Tezcatlipoca
Drok                an obsidian buckle named "Rage"
Lielz               a swirling staff of air conjuration
Javok               the unholy avenger named 'Bloodlust'
Myrk                the terrifying visage of the great wraith Dranum
Lazt                the cloak of the stalker
Zar                 a belt of iron solidarity
Thugan              the dark heart of Dreggan Wood
Drok                a pair of skin leggings with bleached skull kneepads
Kaji                the mace of mentality
Furiko              the bracer of the whirlwinds

       ------Summary------
         Goodies:      29
         Evils:        14
         Total:        43

< 25h/25H 123v/123V Pos: standing >
A human merchant scans around the city.
A human merchant says 'I never realized how big this is.'

< 25h/25H 123v/123V Pos: standing >
A human merchant leaves north.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter enters from the north.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'abrazak'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'gaiqhjabral'
A tharnadian thief-hunter is encased in a solid white aura!

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'gajrgpuzre'
A holy aura forms around a tharnadian thief-hunter!

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
A human merchant enters from the north.

< 25h/25H 123v/123V Pos: standing >
A human merchant says 'excuse me, do you know where the bazaar is?'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'epabrawa'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A human merchant says 'excuse me, do you know where the bazaar is?'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'abrazak'

< 25h/25H 123v/123V Pos: standing >
A human merchant says 'This seems like a very good trading town.'
A human merchant begins to ponder on something.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves north.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'abrazak'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'

< 25h/25H 123v/123V Pos: standing >
A human merchant leaves north.

< 25h/25H 123v/123V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
A tharnadian thief-hunter starts casting a spell.

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter completes his spell...
A tharnadian thief-hunter utters the word 'fido'

< 25h/25H 123v/123V Pos: standing >
A tharnadian thief-hunter leaves north.

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the north.

< 25h/25H 123v/123V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 25h/25H 123v/123V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 25h/25H 123v/123V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves north.

< 25h/25H 123v/123V Pos: standing >
It's nice and warm out.

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves south.

< 25h/25H 123v/123V Pos: standing >
Autosaving...

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the north.

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
Pardon?

< 25h/25H 123v/123V Pos: standing >
Inside the Eastern City Gates
Obvious exits: -N -E# -S -W
A young man in leather armor seems to be patrolling the area.
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.

< 25h/25H 123v/123V Pos: standing >

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A street sweeper who is not far off to your west.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your north.
A street sweeper who is not far off to your west.
A militia guard who is not far off to your west.
A human merchant who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves south.

< 25h/25H 123v/123V Pos: standing >
The sun rises over the northern horizon.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves south.

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >

< 25h/25H 123v/123V Pos: standing >
The day has begun.

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves north.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves south.

< 25h/25H 123v/123V Pos: standing >
You feel a bitterly cold wisp of air.

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
A human merchant enters from the north.
A militia guard enters from the south.

< 25h/25H 123v/123V Pos: standing >
A militia guard enters from the north.

< 25h/25H 123v/123V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 25h/25H 123v/123V Pos: standing >
A militia guard leaves north.

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A tharnadian thief-hunter who is not far off to your south.
A human merchant who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
A human merchant says 'excuse me, do you know where the bazaar is?'

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Autosaving...

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 25h/25H 123v/123V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your south.
A Drow Elf who is a brief walk away to your west.
A street sweeper who is a brief walk away to your west.
A militia guard who is rather far off to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your south.
A Drow Elf who is a brief walk away to your west.
A street sweeper who is a brief walk away to your west.
A militia guard who is rather far off to your west.

< 25h/25H 123v/123V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your south.
A Drow Elf who is a brief walk away to your west.
A street sweeper who is a brief walk away to your west.
A militia guard who is rather far off to your west.

< 25h/25H 123v/123V Pos: standing >
You kneel.

< 25h/25H 123v/123V Pos: kneeling >
Maybe you should get up off your knees first?

< 25h/25H 123v/123V Pos: kneeling >
Maybe you should get up off your knees first?

< 25h/25H 123v/123V Pos: kneeling >
Maybe you should get up off your knees first?

< 25h/25H 123v/123V Pos: kneeling >
Inside the Eastern City Gates
Obvious exits: -N -E# -S -W
A young man in leather armor seems to be patrolling the walls.
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.

< 25h/25H 123v/123V Pos: kneeling >
An elite guard suddenly attacks someone!
An elite guard suddenly appears a bit confused!
A Duergar snaps into visibility.
An elite guard's decent punch grazes a Duergar.
An elite guard is burned severely as he hits a Duergar!

< 25h/25H 123v/123V Pos: kneeling >
A militia guard enters from the north.

< 25h/25H 123v/123V Pos: kneeling >
A militia guard suddenly attacks a Duergar!
A militia guard's crude punch grazes a Duergar.
A militia guard is burned severely as he hits a Duergar!

< 25h/25H 123v/123V Pos: kneeling >
An elite guard suddenly attacks a Duergar!
An elite guard's punch grazes a Duergar.
An elite guard is burned severely as he hits a Duergar!

< 25h/25H 123v/123V Pos: kneeling >
A Duergar avoids being bashed by an elite guard, who loses his balance and falls.
An elite guard's decent punch grazes a Duergar.
An elite guard is burned severely as he hits a Duergar!
A Duergar says 'hi'

< 25h/25H 123v/123V Pos: kneeling >
A militia guard suddenly attacks a Duergar!

< 25h/25H 123v/123V Pos: kneeling >
Alarm bells sound, signalling an invasion!
A Drow Elf enters from the west.
Alarm bells sound, signalling an invasion!

< 25h/25H 123v/123V Pos: kneeling >
A militia guard suddenly attacks a Drow Elf!
A militia guard misses a Drow Elf.

< 25h/25H 123v/123V Pos: kneeling >
An elite guard's decent punch grazes a Duergar.
An elite guard is burned severely as he hits a Duergar!
A Duergar blocks an elite guard's lunge at him.
An elite guard kicks a Duergar in the stomach, rendering him breathless.
An elite guard is burned severely as he hits a Duergar!

< 25h/25H 123v/123V Pos: kneeling >
A Duergar dodges a militia guard's attack.
A militia guard misses a kick at a Duergar due to his small size.
A Duergar misses an elite guard.
A Duergar's fine bludgeon grazes an elite guard.

< 25h/25H 123v/123V Pos: kneeling >
A Duergar blocks an elite guard's lunge at him.
An elite guard suddenly appears a bit confused!
An elite guard's fine punch wounds a Duergar.
An elite guard is burned severely as he hits a Duergar!
A Duergar avoids being bashed by an elite guard, who loses his balance and falls.
A Githyanki snaps into visibility.
You rise to your feet.

< 25h/25H 123v/123V Pos: standing >
You wave.

< 25h/25H 123v/123V Pos: standing >
An elite guard suddenly appears a bit confused!
An elite guard's punch grazes a Duergar.
An elite guard is burned severely as he hits a Duergar!

< 25h/25H 123v/123V Pos: standing >
A Githyanki completes his spell...
A Githyanki utters the words 'energy drain'
As a Githyanki drains your last bit of energy, you look forward to the peace of the graveyard.
You feel yourself falling to the ground.
Your soul leaves your body in the cold sleep of death...