The death of [55 Death Magus] Zloe (Lich)

in The Ogre's Foot Lounge

from the perspective of [56 Assassin] Daerg (Barbarian)

<worn as a badge>    an emblem of Shanatar royalty (magic)
<worn on head>       a heavy black crown [modified] (magic) [86%]             
<worn on eyes>       a platinum-encrusted sapphire eye
<worn in ear>        a wad of spawn goo (magic) (humming)
<worn in ear>        a lightning earring of constitution [80%]             
<worn on face>       the mask of Avernus (magic) (glowing)
<worn around neck>   a holy symbol of the Ravenkind (magic) (glowing)
<worn around neck>   the sapphire necklace of Insanity (magic) (glowing)
<worn on body>       the bandedmail of reaving (magic)
<worn about body>    a tight green cloak of damage [51%]             
<worn as quiver>     the ancient quiver of Oberon, the elven king (humming)
<worn about waist>   the spiked circles of bloodletting (humming)
<worn on belt buckle>an ankylosaur tail club [superior] (magic) (glowing) [86%]             
<worn on arms>       a set of jagged blood crystal arm plates of regeneration (magic)
<worn around wrist>  a burnished couatl-hide bracer (magic)
<worn around wrist>  the ancient bracelet of Oberon, the elven king (humming) [82%]             
<worn on hands>      gauntlets of the shadow realms (magic)
<worn on finger>     a ring of regeneration (magic) (glowing)
<worn on finger>     a shiny crimson ring of endurance (invis) (magic)
<primary weapon>     Tiamat's poison tail stinger (magic)[237h 58m 30s]
<secondary weapon>   a wicked black dagger named 'Sanguine Blessing' [modified] (magic)
<worn on legs>       the greaves of titan strength
<worn on feet>       a pair of boots of stealth [superior] (magic)

A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The defensive walls jut
up against the Shr'nn mesa, and turn south with the street.  The road proceeds
to the east and to the south.
Obvious exits: -East -South
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
A large rat is scurrying about here.

< 1000h/1000H 170v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 171v/173V Pos: standing >
A large rat leaves south.
Alas, you cannot go that way. . . .

< 1000h/1000H 172v/173V Pos: standing >
The Western Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the north, coming
to a turn in both directions.  To the east, the mercenaries guild opens up to
the street.
Obvious exits: -North -East# -South
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)

< 1000h/1000H 172v/173V Pos: standing >
A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite.  The defensive walls jut
up against the Shr'nn mesa, and turn south with the street.  The road proceeds
to the east and to the south.
Obvious exits: -East -South
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)

< 1000h/1000H 171v/173V Pos: standing >
A religious zealot appears to be Human and is in excellent condition.
He's medium in size.
He is surrounded by burning flames!


< 1000h/1000H 173v/173V Pos: standing >
Daerg appears to be Barbarian and is in excellent condition.
He's large in size.
He seems to be moving much faster than normal..
His hands glow blood red!
He is glowing with holiness!
He's encased in a shimmering globe!


< 1000h/1000H 173v/173V Pos: standing >
You snap into visibility.
[Damage: 166 ] A religious zealot makes a strange sound but is suddenly very silent as you place Tiamat's poison tail stinger in his back.
A religious zealot is dead! R.I.P.
You receive your share of experience.
The last gasps of a religious zealot cause a sickening chill to run up your spine.
You have killed 1 of 1 Human(s) for boon # 1305.

< 1000h/1000H 173v/173V Pos: standing >
You get a small pile of coins from the corpse of a religious zealot.
There were: 323 platinum coins, 2 gold coins, 7 silver coins, 8 copper coins. 

< 1000h/1000H 173v/173V Pos: standing >
Into what?

< 1000h/1000H 173v/173V Pos: standing >
It appears to be the corpse of a religious zealot.
Nothing.

< 1000h/1000H 173v/173V Pos: standing >
The Western Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the north, coming
to a turn in both directions.  To the east, the mercenaries guild opens up to
the street.
Obvious exits: -North -East# -South
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
Oops, trying to juggle too many loose coins, you drop a few.

< 1000h/1000H 172v/173V Pos: standing >
You get a small pile of coins.
There were: 30 platinum coins. 

< 1000h/1000H 173v/173V Pos: standing >
Ok.
You put 323 platinum, 2 gold, 7 silver, and 8 copper coins into a pouch of many pockets.

< 1000h/1000H 173v/173V Pos: standing >
You snap into visibility.
[Damage: 169 ] A militia guard makes a strange sound as you place Tiamat's poison tail stinger in his back.
With a swift tug you wrench the weapon free, ramming it into a militia guard's spine!.
[Damage: 57 ] A militia guard makes a strange sound as you place Tiamat's poison tail stinger in his back.
[Damage: 119 ] A militia guard makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.

< 1000h/1000H 173v/173V Pos: standing >
< T: Daerg TP: sta TC:excellent E: guard sta EP:  awful >
 You brandish your offhand dagger, intercepting a militia guard's blow, and countering his attack!
You miss a militia guard.
[Damage: 22 ] Your powerful pierce grievously wounds a militia guard.
You parry a militia guard's lunge at you.
You are knocked to the ground by a militia guard's mighty bash!

< 999h/1000H 173v/173V Pos: sitting >
< T: Daerg TP: sit TC:few scratches E: guard sta EP:  awful >
 You feel your skill in 1h piercing improving.
[Damage: 18 ] You successfully stab a militia guard in the heart, killing him instantly.
A militia guard is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a militia guard's last actions in this world.
You have killed 1 of 1 Human(s) for boon # 1305.

< 999h/1000H 173v/173V Pos: sitting >
You clamber to your feet.

< 1000h/1000H 173v/173V Pos: standing >
You get a few coins from the corpse of a militia guard.
There were: 2 platinum coins, 9 gold coins. 

< 1000h/1000H 173v/173V Pos: standing >
Into what?

< 1000h/1000H 173v/173V Pos: standing >
It appears to be the corpse of a militia guard.
a sack of strange herbs (magic)
the badge of armageddon
the blade of the Golden Flame (magic)
an ugly green belt
a wooden shield
a pair of blacksteel boots
some leather leggings
a leather jacket [poor]
a glowing ruby pendant (glowing)
a thick iron ring with jade inlays (magic)
a jack of hearts
a large fried bat
a small sword
a grout trowel
a glittering chestplate (magic) (glowing) (humming)
some pants woven from flax
a broom
a huge black claymore (glowing)
a large thin boat made of leaves
a blazing mace dubbed 'Rising Sun' (magic)
a stonecrusher
a black leather skin
a two-handed golden broadsword (magic)
some soft demonhide leggings (magic)
a tome of wizardry
a glowing boat (magic) (glowing) (illuminating)

< 1000h/1000H 173v/173V Pos: standing >
A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues both to the north and to the east.
Obvious exits: -North -East

< 1000h/1000H 172v/173V Pos: standing >
You are using:
<worn as a badge>    an emblem of Shanatar royalty (magic)
<worn on head>       a heavy black crown [modified] (magic) [86%]             
<worn on eyes>       a platinum-encrusted sapphire eye
<worn in ear>        a wad of spawn goo (magic) (humming)
<worn in ear>        a lightning earring of constitution [80%]             
<worn on face>       the mask of Avernus (magic) (glowing)
<worn around neck>   a holy symbol of the Ravenkind (magic) (glowing)
<worn around neck>   the sapphire necklace of Insanity (magic) (glowing)
<worn on body>       the bandedmail of reaving (magic)
<worn about body>    a tight green cloak of damage [51%]             
<worn as quiver>     the ancient quiver of Oberon, the elven king (humming)
<worn about waist>   the spiked circles of bloodletting (humming)
<worn on belt buckle>an ankylosaur tail club [superior] (magic) (glowing) [86%]             
<worn on arms>       a set of jagged blood crystal arm plates of regeneration (magic)
<worn around wrist>  a burnished couatl-hide bracer (magic)
<worn around wrist>  the ancient bracelet of Oberon, the elven king (humming) [82%]             
<worn on hands>      gauntlets of the shadow realms (magic)
<worn on finger>     a ring of regeneration (magic) (glowing)
<worn on finger>     a shiny crimson ring of endurance (invis) (magic)
<primary weapon>     Tiamat's poison tail stinger (magic)[237h 59m 16s]
<secondary weapon>   a wicked black dagger named 'Sanguine Blessing' [modified] (magic)
<worn on legs>       the greaves of titan strength
<worn on feet>       a pair of boots of stealth [superior] (magic)

< 1000h/1000H 173v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 173v/173V Pos: standing >
A Bend in the Wall Road
Obvious exits: -North -East

< 1000h/1000H 173v/173V Pos: standing >
The Western Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the east and to the west.
Obvious exits: -East -West

< 1000h/1000H 172v/173V Pos: standing >
A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues both to the south and to the west.
To the east, a quiet alley saunters off into the wealthy district.
Obvious exits: -East -South -West
A stray tomcat is darting after rodents, here.

< 1000h/1000H 171v/173V Pos: standing >
The Western Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the north, both
coming to a turn.
Obvious exits: -North -South
A tough looking mercenary is standing here, strutting proudly.
A young man in leather armor seems to be patrolling the walls.

< 1000h/1000H 170v/173V Pos: standing >
You snap into visibility.
[Damage: 173 ] A tough mercenary makes a strange sound but is suddenly very silent as you place Tiamat's poison tail stinger in his back.
A tough mercenary is dead! R.I.P.
You receive your share of experience.
The unmistakable scent of fresh blood can be smelled as a tough mercenary dies in agony.
You have killed 1 of 1 Human(s) for boon # 1305.

< 1000h/1000H 173v/173V Pos: standing >
You get a few coins from the corpse of a tough mercenary.
There were: 5 gold coins, 8 silver coins, 16 copper coins. 

< 1000h/1000H 173v/173V Pos: standing >
Into what?

< 1000h/1000H 173v/173V Pos: standing >
It appears to be the corpse of a tough mercenary.
Nothing.

< 1000h/1000H 173v/173V Pos: standing >
The Western Wall Road
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
The corpse of a tough mercenary is lying here.
A young man in leather armor seems to be patrolling the walls.

< 1000h/1000H 173v/173V Pos: standing >
A stray cat enters from the north.

< 1000h/1000H 173v/173V Pos: standing >
You snap into visibility.
[Damage: 168 ] A militia guard makes a strange sound but is suddenly very silent as you place Tiamat's poison tail stinger in his back.
A militia guard is dead! R.I.P.
You receive your share of experience.
A militia guard's death cry reverberates in your head as he falls to the ground.
You have killed 1 of 1 Human(s) for boon # 1305.

< 1000h/1000H 173v/173V Pos: standing >
You get a few coins from the corpse of a militia guard.
There were: 1 gold coin, 3 silver coins, 6 copper coins. 

< 1000h/1000H 173v/173V Pos: standing >
Into what?

< 1000h/1000H 173v/173V Pos: standing >
It appears to be the corpse of a militia guard.
a wooden shield
a pair of blacksteel boots
some leather leggings
some spiked leather armor bearing the insignia of Tharnadia [poor]
a small sword
a leather jacket

< 1000h/1000H 173v/173V Pos: standing >
A Bend in the Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road continues to the north, while to the east it
turns south.
Obvious exits: -North -East

< 1000h/1000H 172v/173V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  Just outside these
walls, the Shr'nn mesa rises up to its full eleven-hundred feet.  You can only
make out one of the keeps from here, its eastern face a minuscule ebon dot in
the distance.  The road continues both to the south and to the west.  A small
supply shoppe opens up to the east.
Obvious exits: -East# -South -West
The treasure of Tyxru lies here scattered within the coffin.
A bag of popcorn lies upon the ground
A piece of bloodied skin has been cut off someone and left here.
Klamp's token of appreciation lies here. (magic)
A playing card with a yellow face has been left behind.
A 55gallon wooden barrel has been placed here.
There is a small fountain in the center of the room. [0%]             
Svivel's token of appreciation lies here. (magic)
a small flute lies upon the ground obviously forgotten
A clump of gnarly roots lie here.
A tiny golden locket on a platinum chain has been left here. (magic)
A shield made out of laminated wood lies here.
A collar soaked in blood lies here.

< 1000h/1000H 171v/173V Pos: standing >
The Western Wall Road
   The defensive walls rise up nearly fifty feet here, and are almost ten feet
thick.  When Lord Kaynor had the city built he made sure it was protected,
even though the twin keeps were built as the last mainstay of defense for the
people.  Just outside these massive walls, The Shr'nn mesa cimbs upward to its
full eleven-hundred feet.  A moderately sized road runs along the inner edge
of the high city walls here, paved with large flat slabs of granite.  You can
only make out one of the keeps from here, its eastern face a minuscule ebon
dot in the distance.  The road turns to the north, and intersects with the
Grand Tharnadian Way to the south.
Obvious exits: -North -South
A large rat is scurrying about here.

< 1000h/1000H 170v/173V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.

< 1000h/1000H 170v/173V Pos: standing >
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 street sweeper is cleaning here, singing songs of labor.(Gold Aura)
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.

< 1000h/1000H 172v/173V Pos: standing >
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

< 1000h/1000H 171v/173V Pos: standing >
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

< 1000h/1000H 170v/173V Pos: standing >
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 young man in leather armor seems to be patrolling the area.

< 1000h/1000H 169v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 169v/173V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 170v/173V Pos: standing >
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
Some fool has discarded a small flute.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.
A shady looking youth is standing here, eyeing you with a devious glance.

< 1000h/1000H 170v/173V Pos: standing >
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 gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A long steel sword is here in the dirt.
[5] A small bandage rests upon the ground here.
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.

< 1000h/1000H 170v/173V Pos: standing >
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
A tankard of leafwine has been set down here. (magic)
a small stick lays discarded here.
A large rat is scurrying about here.
A large rat is scurrying about here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A shady looking youth is standing here, eyeing you with a devious glance.

< 1000h/1000H 169v/173V 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
The corpse of a Mountain Dwarf is lying here.
A wolfhide backpack has been dropped 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.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 1000h/1000H 169v/173V 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
A few coins lie scattered here.
[2] a satchel used to hold various items lies here. (magic) (illuminating)
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
[3] The corpse of a Human is lying 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.'

< 1000h/1000H 171v/173V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.

< 1000h/1000H 172v/173V 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 rudimentary fishing pole has been abandoned here.
A pouched belt lies here.
A freshly killed fox pup is lying here.
A lilac petal has been left here.
Davril's token of appreciation lies here. (magic)
[2] A small round shield has been dropped here.
A cudgel has been dropped here.
[2] A two-handed sword, nearly six feet in length, lies here.
The corpse of a Grey Elf is lying here.
[48] The corpse of a Human is lying here.
[9] A small bandage rests upon the ground here.
[4] A large wooden torch has been discarded here.
[2] A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
[4] A steel dagger has been tossed aside here.
[2] A steel short sword lies discarded here.
[2] A steel long sword has been left here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
*A fire elemental is here blazing with heat! (minion) 
A fire elemental is here blazing with heat! (minion) 
*Deaththri (Thri-Kreen)(small) stands in mid-air here.(Gold Aura)
Baddie (Githzerai)(medium) stands, floating here.(Gold Aura)
*Nibafk (Human)(medium) stands here.(Gold Aura)
*Solcon (Grey Elf)(large) stands in mid-air here.(Gold Aura)
Sexlor (Centaur)(large) stands in mid-air here.(Gold Aura)

< 1000h/1000H 171v/173V Pos: standing >

< 1000h/1000H 173v/173V Pos: standing >
The winds of time have reclaimed the corpse of Kook.
The corpse of Kook crumbles to dust and blows away.

< 1000h/1000H 173v/173V Pos: standing >
A faint hum can be heard from the helmet of the Vampire Gods carried by Deaththri.

< 1000h/1000H 173v/173V Pos: standing >
A Lich enters from below.

< 1000h/1000H 173v/173V Pos: standing >
Someone suddenly attacks a Lich!
The receptionist snaps into visibility.
The receptionist's punch grazes a Lich.

< 1000h/1000H 173v/173V Pos: standing >
A Lich attempts to flee.
A Lich leaves down.

< 1000h/1000H 173v/173V Pos: standing >
Backstab who?

< 1000h/1000H 173v/173V Pos: standing >
The winds of time have reclaimed the corpse of Kook.
The corpse of Kook crumbles to dust and blows away.
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
A few coins lie scattered here.
[2] a satchel used to hold various items lies here. (magic) (illuminating)
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
[3] The corpse of a Human is lying 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 Lich (medium) stands in mid-air here.(Red Aura)
A fire elemental enters from above.
A fire elemental enters from above.

< 1000h/1000H 172v/173V Pos: standing >
Deaththri snaps into visibility.
A Lich is knocked to the ground by Deaththri's mighty bash!

< 1000h/1000H 172v/173V Pos: standing >
The receptionist enters from above.

< 1000h/1000H 172v/173V Pos: standing >
You snap into visibility.
You miss a Lich.
A Lich snaps into visibility.
[Damage:  1 ] Your weak pierce grazes a Lich.

< 1000h/1000H 172v/173V Pos: standing >
< T: Deaththri TP: sta TC:excellent E: A Lich sit EP: few scratches >
 The arcs of electricity surrounding Corae ground out!
The receptionist suddenly attacks a Lich!
The receptionist's punch grazes a Lich.

< 1000h/1000H 172v/173V Pos: standing >
< T: Deaththri TP: sta TC:excellent E: A Lich sit EP: few scratches >
 Deaththri parries a Lich's lunge at him.
Deaththri's weak crush grazes a Lich.
A Lich snaps into visibility.
Deaththri's weak crush grazes a Lich.
Deaththri's weak crush grazes a Lich.
Deaththri grins slightly as their crush drops a Lich's defenses!
A Lich snaps into visibility.
Deaththri's impressive crush strikes a Lich.
Deaththri's fine crush wounds a Lich.
Deaththri's crush grazes a Lich.
Deaththri's fine crush wounds a Lich.
Deaththri's fine crush reached a Lich's arm severing tendons and muscles.
Deaththri's weak crush grazes a Lich.
Deaththri strikes viciously at a Lich's wrist causing him to swing about madly.
Deaththri's weak crush grazes a Lich.
Deaththri's crush grazes a Lich.
Deaththri's crush grazes a Lich.

< 1000h/1000H 172v/173V Pos: standing >
< T: Deaththri TP: sta TC:excellent E: A Lich sit EP: few scratches >
 You attempt to flee...
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 rudimentary fishing pole has been abandoned here.
A pouched belt lies here.
A freshly killed fox pup is lying here.
A lilac petal has been left here.
Davril's token of appreciation lies here. (magic)
[2] A small round shield has been dropped here.
A cudgel has been dropped here.
[2] A two-handed sword, nearly six feet in length, lies here.
The corpse of a Grey Elf is lying here.
[46] The corpse of a Human is lying here.
[9] A small bandage rests upon the ground here.
[4] A large wooden torch has been discarded here.
[2] A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
[4] A steel dagger has been tossed aside here.
[2] A steel short sword lies discarded here.
[2] A steel long sword has been left here.
[2] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
Baddie (Githzerai)(medium) stands, floating here.(Gold Aura)
*Nibafk (Human)(medium) stands here.(Gold Aura)
*Solcon (Grey Elf)(large) stands in mid-air here.(Gold Aura)
Sexlor (Centaur)(large) stands in mid-air here.(Gold Aura)
You flee upward!

< 1000h/1000H 157v/173V 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
A few coins lie scattered here.
[2] a satchel used to hold various items lies here. (magic) (illuminating)
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
[3] The corpse of a Human is lying 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.'
The receptionist stands in mid-air here, fighting a Lich.(Gold Aura)
*A fire elemental is here blazing with heat! (minion) 
A fire elemental is here blazing with heat! (minion) 
Deaththri (Thri-Kreen)(small) stands in mid-air here, fighting a Lich.(Gold Aura)
*A Lich (medium) sits in mid-air here, fighting Deaththri.(Red Aura)

< 1000h/1000H 156v/173V Pos: standing >
A fire elemental suddenly attacks a Lich!
A Lich snaps into visibility.
A fire elemental's crush grazes a Lich.
A fire elemental ignites into black flames as it hits a Lich!

< 1000h/1000H 158v/173V Pos: standing >
You snap into visibility.
[Damage: 171 ] A Lich makes a strange sound as you place Tiamat's poison tail stinger in his back.
The globe around your body flares as it bears the brunt of a Lich's assault!
[Damage: 121 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
The globe around your body flares as it bears the brunt of a Lich's assault!
With a swift tug you wrench the weapon free, ramming it into a Lich's spine!.
[Damage: 63 ] A Lich makes a strange sound as you place a wicked black dagger named 'Sanguine Blessing' [modified] in his back.
The globe around your body flares as it bears the brunt of a Lich's assault!

< 1000h/1000H 158v/173V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sit EP: pretty hurt >
 The receptionist gets a few coins.

< 1000h/1000H 159v/173V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sit EP: pretty hurt >
 The receptionist's weak punch strikes a Lich.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's punch strikes a Lich.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's weak punch strikes a Lich.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's weak punch strikes a Lich.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's decent punch strikes a Lich very hard.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's crude punch strikes a Lich hard.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's weak punch strikes a Lich.
The receptionist ignites into black flames as she hits a Lich!
The receptionist's crude punch strikes a Lich very hard.
The receptionist ignites into black flames as she hits a Lich!
The receptionist starts to chant in a deep voice.

< 1000h/1000H 159v/173V Pos: standing >
< T: Daerg TP: sta TC:excellent E: A Lich sit EP:  awful >
 You parry a Lich's lunge at you.
A Lich snaps into visibility.
You snap into visibility.
Deaththri's fine crush hits a Lich across the leg, resulting in a limp stride.
Deaththri's decent crush strikes a Lich.
Deaththri's crude crush strikes a Lich.
Deaththri's crush strikes a Lich.
Deaththri's weak crush strikes a Lich.
Deaththri's crush strikes a Lich.
Deaththri's fine crush strikes a Lich hard.
A Lich's body quivers as Deaththri's hit strikes deep!
Deaththri's impressive crush enshrouds a Lich in a mist of blood.
Deaththri's fine crush seriously wounds a Lich.
Deaththri's weak crush strikes a Lich.
Deaththri's crude crush strikes a Lich very hard.
Deaththri's fine crush seriously wounds a Lich.
Deaththri's crush seriously wounds a Lich.
Deaththri's fine crush causes a Lich to grimace in pain.
A Lich is incapacitated and will slowly die, if not aided.
Deaththri's decent crush grievously wounds a Lich.
A Lich is mortally wounded, and will die soon, if not aided.

< 1000h/1000H 159v/173V Pos: standing >
<A fire elemental recognizes a Lich, and charges to attack!
A fire elemental suddenly attacks a Lich!
A fire elemental snaps into visibility.
A Lich snaps into visibility.
A fire elemental's weak slash enshrouds a Lich in a mist of blood.
A Lich is mortally wounded, and will die soon, if not aided.
A fire elemental ignites into black flames as it hits a Lich!
a fire elemental's MaDMaNs slasher goes mad...
A fire elemental tries to dispel a Lich's magic!
And fails miserably...

< 1000h/1000H 159v/173V Pos: standing >
<A faint hum can be heard from the gauntlets of a Living Legend carried by Deaththri.

< 1000h/1000H 159v/173V Pos: standing >
<You snap into visibility.
A Lich snaps into visibility.
[Damage: 18 ] You successfully stab a Lich in the heart, killing him instantly.
A Lich's pair of strange gauntlets was completely destroyed by the massive blow!
A Lich's slimy aboleth eye was completely destroyed by the massive blow!
A Lich's tiny earring woven of fireweed was completely destroyed by the massive blow!
A Lich's platinum-linked gem-set belt was completely destroyed by the massive blow!
A Lich is dead! R.I.P.
You receive your share of experience.