The death of [55 Mercenary] Sxtt (Whiner)

in The Ogre's Foot Inn

from the perspective of [56 Warden] Zloin The Empire (Demon)

<worn as a badge>    the bronze Zarbonesti seal of Kryz'Kyssik (magic) [86%]
<worn on head>       the dwarf-bone crown of the troglodytes enchanted by Haza (magic) [70%]
<worn on eyes>       a slimy aboleth eye enchanted by Haza (magic) (glowing) (humming) [80%]
<worn in ear>        an earring of congealed blood [superior] enchanted by Haza
<worn in ear>        a lightning earring enchanted by Haza [70%]
<worn on face>       mask of the flayed mind enchanted by Haza (magic)
<worn around neck>   a scarf of enhanced stealth enchanted by Haza (magic) [65%]
<worn around neck>   the sapphire necklace of Insanity enchanted by Haza (magic) (glowing)
<worn on body>       the platemail of the Nessus royal guard enchanted by Haza (magic) (glowing) (humming)
<worn on horse body> a plush saddle embroided with lightning bolts (magic) (glowing)
<worn about body>    the cloak of multi-colored beads (magic) (glowing)
<worn on back>       a golden scabbard encrusted with emeralds and rubies (magic) (glowing)
<worn as quiver>     an embroidered illithid-hide backsheath (magic)
<worn about waist>   the mystical sash of the Netherworld enchanted by Haza (magic) (glowing)
<worn on belt buckle>a gleaming bone belt buckle
<worn on arms>       some scintillating sleeves enchanted by Haza (magic)
<worn on lower arms> some scintillating sleeves with a strange green stone (magic)
<worn around wrist>  an adamantium bracer of Tarkorsh
<worn around wrist>  a decent stone wristguard from Dragonnia
<worn on lower wrist>a spiked dragonskin bracelet enchanted by Haza (magic) [81%]
<worn on lower wrist>a dracolich-bone bracelet enchanted by Haza (magic) (humming)
<worn on hands>      a pair of gauntlets formed of dust enchanted by Haza [86%]
<worn on lower hands>a pair of pale, misty gloves
<worn on finger>     the signet of Hammerhelm enchanted by Haza (magic)
<worn on finger>     a finely crafted brass ring enchanted by Haza (magic)
<primary weapon>     'Mayhem', chaotic sword of the night (magic) (humming)[239h 57m 48s]
<secondary weapon>   a twisted longsword (magic) [84%]
<third weapon>       the scimitar of speed (magic) (glowing)
<fourth weapon>      a gladius called 'Backstabber' (magic)
<worn on legs>       some stitched leggings of the Knights of the Raven enchanted by Haza (magic) [78%]
<worn on feet>       mystical boots of Volo the Traveller (magic) (glowing)

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 large wandering dog is here, growling at you.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 1968h/1475H 223v/246V 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 small pile of coins lies 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.'

< 1968h/1475H 224v/246V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A street sweeper who is close by to your north.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 1968h/1475H 225v/246V 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
[2] The corpse of the Tharnadian Quartermaster is lying 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 large wandering dog is here, growling at you.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 1967h/1475H 228v/246V 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 militia guard who is close by to your east.
A militia guard who is close by to your west.
A human merchant who is close by to your west.
A militia guard who is not far off to your west.
A young cleric who is not far off to your west.
The shady youth who is not far off to your west.
A human merchant who is not far off to your west.
The doctor who is rather far off to your west.

< 1967h/1475H 230v/246V Pos: standing >
The town crier suddenly attacks YOU!
The town crier suddenly appears a bit confused!
You watch in glee as the town crier looks dazzled.
The town crier misses you.
Sorry, you aren't allowed to do that in combat.

< 1967h/1475H 231v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: crier sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1966h/1475H 231v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: crier sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1966h/1475H 231v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: crier sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1966h/1475H 231v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: crier sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 1964h/1475H 231v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: crier sta EP: excellent >
 Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage: 37 ] Your powerful slash enshrouds the town crier in a mist of blood.
Your twisted longsword was damaged from the massive blow!
[Damage: 18 ] Your slash seriously wounds the town crier.
[Damage: 17 ] Your impressive slash enshrouds the town crier in a mist of blood.
[Damage: 19 ] Your impressive slash causes the town crier to grimace in pain.
[Damage: 18 ] Your impressive slash hits the town crier.
The town crier is mortally wounded, and will die soon, if not aided.

< 2012h/1475H 231v/246V 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 walls.
A young man in leather armor seems to be patrolling the area.

< 2012h/1475H 230v/246V 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 few 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 both north
and south of here.  To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A young man in leather armor seems to be patrolling the area.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 2012h/1475H 229v/246V Pos: standing >
'Mayhem', chaotic sword of the night glows brightly for a moment.
Bands of magic armor wrap around you!
You suddenly feel blessed!
The bands of magic armor glow as new!
The Northern Keats Intersection
   This enclosed intersection is where the northern 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 northern 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 eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
Militia forces muster to bolster the town's defenses against the invaders!!!

< 2011h/1475H 229v/246V Pos: standing >
Alas, you cannot go that way. . . .

< 2011h/1475H 230v/246V Pos: standing >
Alas, you cannot go that way. . . .

< 2011h/1475H 231v/246V Pos: standing >
A tharnadian thief-hunter suddenly attacks YOU!
You snap into visibility.
A tharnadian thief-hunter's feeble punch grazes you.
Sorry, you aren't allowed to do that in combat.

< 2010h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 2010h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 2010h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 2009h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 2009h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 The Northern Keats Intersection
Obvious exits: -East -South -West -Up
A tharnadian thief-hunter stands here, fighting YOU!(Gold Aura)

< 2009h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 
		Score information for Zloin

Level: 56   Race: Demon   Class: Ranger Paladin Sex: Male
Hit points: 2008(1475)  Moves: 232(246)
Coins carried:   30 platinum     9 gold     6 silver    10 copper
Coins in bank: 4502 platinum  1055 gold     0 silver     0 copper
Playing time: 14 days / 17 hours/ 27 minutes
Received data: 1.3111 MB this session.
Send data:     0.0031 MB this session.
Compression ratio: none
Title: Magister Militum of The Empire
Status:  Standing, fighting a tharnadian thief-hunter.
         Sanctuary Hellfire Fireshielded
Epic points(total): 12472(52682) Current task: find runestone of The Keep of Evil
Epic Bonus: Epic Points Bonus (47.12%)
Frags:   +23.31   Deaths:   70
Detecting:       Invisible Evil Good Magic
Protected from:  Evil Good Fire Cold Lightning Gas Acid Living All but High Circle Spells
Protected by:    Slow Poison
Enchantments:    Ultravision Farsee Fly Armor Aware Haste Blur Levitation Waterbreathing Listen Fearless Lightfooted Sparkling
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 2
Combat Pulse:   15 Spell Pulse:  0.80 
Leaderboard Points: 3274 

Active Spells:
--------------
bless (25 minutes)
armor (20 minutes)
vitalize undead (19 minutes)
vitality (13 minutes)
kanchelsis fury (9 minutes)
ferrix precision (31 minutes)
fly (111 minutes)
hellfire (13 minutes)
battle ecstasy (13 minutes)
sanctuary (12 minutes)
blur (7 minutes)
protection from lightning (49 minutes)
protection from gas (49 minutes)
protection from acid (49 minutes)
protection from fire (49 minutes)
protection from cold (49 minutes)
vampiric trance (8 minutes)
stone skin (less than a minute remaining)
fireshield (2 minutes)
rested bonus (138 minutes)


< 2008h/1475H 232v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: excellent >
 Your improved dexterity grants you an additional attack!
You slip beneath a tharnadian thief-hunter's guard dealing a vicious attack!
[Damage: 14 ] Your impressive slash seriously wounds a tharnadian thief-hunter.
[Damage: 13 ] Your impressive slash seriously wounds a tharnadian thief-hunter.
You slip beneath a tharnadian thief-hunter's guard dealing a vicious attack!
You score a CRITICAL HIT!!!!!
[Damage: 27 ] Your slash causes a tharnadian thief-hunter to grimace in pain.
[Damage: 13 ] Your impressive slash grievously wounds a tharnadian thief-hunter.
A tharnadian thief-hunter is stunned!
[Damage: 15 ] Your final slash sends a tharnadian thief-hunter's head bouncing along the ground.
A tharnadian thief-hunter is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of a tharnadian thief-hunter.

< 2015h/1475H 232v/246V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
where, 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.  The road continues
east, while to the west it intersects with Keats street.  To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West

< 2015h/1475H 231v/246V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the walls.

< 2014h/1475H 230v/246V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South

< 2014h/1475H 230v/246V Pos: standing >
Grand Hallway
   This grand-looking hallway is highly decorated with paintings and carvings
on both walls and in the ceiling.  The paintings depict proud and noble
paladins of all ages, showing the telltale signs of many years of leadership.
The carvings in the ceiling number in the thousands, showing holy images and
symbols intermingled with a dozen swords.  The building's entrance lies to the
south, and a hallway leads eastward.
Obvious exits: -East -South

< 2014h/1475H 229v/246V Pos: standing >
Alas, you cannot go that way. . . .

< 2014h/1475H 230v/246V Pos: standing >
You quickly scan the area.
The knight who is not far off to your east.
A militia guard who is not far off to your south.

< 2014h/1475H 231v/246V Pos: standing >
'Mayhem', chaotic sword of the night glows brightly for a moment.
The bands of magic armor glow as new!

< 2013h/1475H 232v/246V Pos: standing >
The Path of Holy Warriors
   The grass surrounding this pathway is perfectly groomed and dark green in
color.  Long white blocks of marble have been set in the ground here, perfectly
smooth and obviously well cared for.  At the end of the pathway stands a
magnificent-looking structure, nearly as high as the city walls that surround
it, which is designed like a huge gothic cathedral.  Just above the arched
doorway, a beautiful ankh is carved into the stone, marking this the temple of
the paladins.  The doorway is open and appears to be open at all times.  The
pathway continues through an arch to the south.
Obvious exits: -North -South

< 2013h/1475H 234v/246V Pos: standing >
The Northern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  A large arch
to the north leads to the path of the Holy Warrior.  The road continues to the
west and to the east.
Obvious exits: -North -East -West
A young man in leather armor seems to be patrolling the walls.

< 2013h/1475H 233v/246V 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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -South -West

< 2013h/1475H 233v/246V Pos: standing >
Alas, you cannot go that way. . . .

< 2013h/1475H 234v/246V 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.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the east and to the north.  There is a
burned-out home to the south.
Obvious exits: -North -East -South
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)

< 2012h/1475H 234v/246V Pos: standing >
The Northern 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.  To the west a small
dwelling sags between its neighbors.  The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)

< 2012h/1475H 235v/246V 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.  When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick.  The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city.  The road continues to the west and to the south.
Obvious exits: -North# -South -West

< 2012h/1475H 235v/246V Pos: standing >
Alas, you cannot go that way. . . .

< 2012h/1475H 236v/246V Pos: standing >
A tharnadian thief-hunter enters from the west.
A tharnadian thief-hunter enters from the west.
Alas, you cannot go that way. . . .

< 2012h/1475H 237v/246V Pos: standing >
You are knocked to the ground by a tharnadian thief-hunter's mighty bash!
You dodge a bash from a tharnadian thief-hunter, who loses his balance and falls.
A tharnadian thief-hunter suddenly attacks YOU!
A tharnadian thief-hunter suddenly appears a bit confused!
You watch in glee as a tharnadian thief-hunter looks dazzled.
A tharnadian thief-hunter's punch grazes you.
A tharnadian thief-hunter suddenly appears a bit confused!
You watch in glee as a tharnadian thief-hunter looks dazzled.
A tharnadian thief-hunter's feeble punch grazes you.
A tharnadian thief-hunter's feeble punch grazes you.
A tharnadian thief-hunter's feeble punch grazes you.

< 2007h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: excellent >
 Your pair of gauntlets formed of dust enchanted by Haza drive into the ground causing the earth to buckle and break!
You cause the earth to shake, crack and buckle!
A tharnadian thief-hunter staggers and almost falls!
[Damage:  5 ] 
< 2007h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: few scratches >
 Your lifeforce is assimilated into a tharnadian thief-hunter's body!

< 1980h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: few scratches >
 Your improved dexterity grants you an additional attack!
[Damage: 14 ] Your impressive slash seriously wounds a tharnadian thief-hunter.
[Damage: 13 ] Your impressive slash seriously wounds a tharnadian thief-hunter.
[Damage: 14 ] Your impressive slash enshrouds a tharnadian thief-hunter in a mist of blood.
[Damage: 13 ] Your impressive slash causes a tharnadian thief-hunter to grimace in pain.
[Damage: 13 ] Your slash critically injures a tharnadian thief-hunter.
A tharnadian thief-hunter is incapacitated and will slowly die, if not aided.
A tharnadian thief-hunter slumps to the ground.

< 2007h/1475H 238v/246V Pos: sitting >
You feel your skin soften and return to normal.
You snap into visibility.
A tharnadian thief-hunter's feeble punch grazes you.
A tharnadian thief-hunter misses you.

< 2006h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sit EP: excellent >
 You feel your skin harden to stone.
'Mayhem', chaotic sword of the night glows brightly for a moment.
A red cloud shoots forth toward a tharnadian thief-hunter!
A tharnadian thief-hunter briefly reveals a red aura!

< 2005h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sit EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 2003h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sit EP: excellent >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You snap into visibility.
[Damage: 14 ] Your impressive slash strikes a tharnadian thief-hunter very hard.
A tharnadian thief-hunter clambers to his feet.
[Damage: 12 ] Your slash strikes a tharnadian thief-hunter very hard.
[Damage: 12 ] Your slash strikes a tharnadian thief-hunter very hard.
[Damage: 12 ] Your fine slash seriously wounds a tharnadian thief-hunter.
You score a CRITICAL HIT!!!!!
[Damage: 24 ] Your impressive slash causes a tharnadian thief-hunter to grimace in pain.
Sorry, you aren't allowed to do that in combat.

< 2015h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: pretty hurt >
 Sorry, you aren't allowed to do that in combat.

< 2015h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: pretty hurt >
 A tharnadian thief-hunter's punch grazes you.
A tharnadian thief-hunter's punch grazes you.
A tharnadian thief-hunter's feeble punch grazes you.
A tharnadian thief-hunter starts casting an offensive spell.
Sorry, you aren't allowed to do that in combat.

< 2011h/1475H 238v/246V Pos: sitting >
< T: Zloin TP: sit TC:excellent E: thief sta EP: pretty hurt >
 You clamber to your feet.

< 2011h/1475H 238v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: pretty hurt >
 Sorry, you aren't allowed to do that in combat.

< 2011h/1475H 238v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: pretty hurt >
 
< 2011h/1475H 238v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: pretty hurt >
 Autosaving...

< 1922h/1386H 238v/246V Pos: standing >
< T: Zloin TP: sta TC:excellent E: thief sta EP: pretty hurt >
 'Mayhem', chaotic sword of the night glows brightly for a moment.
You snap into visibility.
[Damage: 264 ] Your fist crushes a tharnadian thief-hunter, leaving nothing but a smear of blood on the ground.
A tharnadian thief-hunter is dead! R.I.P.
You receive your share of experience.
A tharnadian thief-hunter's death cry reverberates in your head as he falls to the ground.
A tharnadian thief-hunter stops chanting abruptly!

< 1921h/1386H 238v/246V Pos: standing >
A Demon enters from the north.

< 1921h/1386H 238v/246V Pos: standing >
You start chanting...

< 1920h/1386H 238v/246V Pos: standing >
A Demon leaves south.

< 1920h/1386H 238v/246V Pos: standing >
Casting: displacement **

< 1920h/1386H 238v/246V Pos: standing >
Casting: displacement *

< 1919h/1386H 238v/246V Pos: standing >
You complete your spell...
Your form shimmers, and you appear displaced.

< 1918h/1386H 238v/246V Pos: standing >
A tharnadian thief-hunter clambers to his feet.

< 1917h/1386H 241v/246V Pos: standing >
Autosaving...

< 2006h/1475H 242v/246V Pos: standing >

< 2006h/1475H 245v/246V Pos: standing >
Lohrr has raised your skills!

< 2006h/1475H 246v/246V Pos: standing >
Road Beneath the Gate 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 northern defense tower of the
Tharnadian eastern gates.  To the west a small dwelling sags between its
neighbors.  The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up

< 2005h/1475H 245v/246V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern 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 Great Tharnadian Way 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 north and to the south.
Obvious exits: -North -East -South -West
The corpse of a tharnadian thief-hunter is lying here.
The corpse of an Avatar is lying here.
[3] The corpse of an elite guard is lying here.
[2] The corpse of a militia guard is lying here.
[2] The corpse of a stray cat is lying here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)

< 2005h/1475H 244v/246V Pos: standing >
Bodyslam who?

< 2005h/1475H 244v/246V Pos: standing >
You feel infused by 9th circle DARK powers!

< 2005h/1475H 245v/246V Pos: standing >
Autosaving...
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
An elite guard 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.
An elite guard 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.
An elite guard who is close by to your east.
A stray cat who is close by to your south.
A stray dog who is not far off to your south.
A large rat who is not far off to your south.
A militia guard who is not far off to your south.
A Ghost who is in the distance to your west.

< 2005h/1475H 246v/246V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
An elite guard 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.
An elite guard 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.
An elite guard who is close by to your east.
A stray cat who is close by to your south.
A stray dog who is not far off to your south.
A large rat who is not far off to your south.
A militia guard who is not far off to your south.
A Ghost who is in the distance to your west.

< 2004h/1475H 246v/246V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is not far off to your north.
Sarn, the banker who is a brief walk away to your north.
An elite guard 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.
An elite guard 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.
An elite guard who is close by to your east.
A stray cat who is close by to your south.
A stray dog who is not far off to your south.
A large rat who is not far off to your south.
A militia guard who is not far off to your south.
A Ghost who is in the distance to your west.

< 2004h/1475H 246v/246V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east 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 west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West

< 2003h/1475H 245v/246V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.

< 2003h/1475H 244v/246V Pos: standing >
You feel infused by 6th circle DARK powers!
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.

< 2003h/1475H 243v/246V Pos: standing >
A street sweeper enters from the south.
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West

< 2002h/1475H 245v/246V 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
The corpse of a Ghost is lying here.
A small pile of coins lies here.

< 2002h/1475H 244v/246V Pos: standing >
Bodyslam who?

< 2001h/1475H 244v/246V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
A street sweeper who is not far off to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A militia guard who is a brief walk away to your south.
A militia guard who is rather far off to your south.
A street sweeper who is rather far off to your south.

< 2001h/1475H 246v/246V Pos: standing >
You feel infused by 5th circle DARK powers!
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
A militia guard who is not far off to your north.
A street sweeper who is not far off to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A militia guard who is a brief walk away to your south.
A militia guard who is rather far off to your south.
A street sweeper who is rather far off to your south.

< 2001h/1475H 246v/246V 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.

< 2000h/1475H 245v/246V 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 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 rather far off to your south.
A militia guard who is in the distance to your south.
A street sweeper who is in the distance to your south.
The town crier who is close by to your west.
A street sweeper who is not far off to your west.
A stray dog who is not far off to your west.
A human merchant who is not far off to your west.
A militia guard who is not far off to your west.
A human merchant who is not far off to your west.
The shady youth who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A young cleric who is rather far off to your west.

< 2000h/1475H 245v/246V 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 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 rather far off to your south.
A militia guard who is in the distance to your south.
A street sweeper who is in the distance to your south.
The town crier who is close by to your west.
A street sweeper who is not far off to your west.
A stray dog who is not far off to your west.
A human merchant who is not far off to your west.
A militia guard who is not far off to your west.
A human merchant who is not far off to your west.
The shady youth who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
The doctor who is in the distance to your west.

< 2000h/1475H 245v/246V 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
[2] The corpse of the Tharnadian Quartermaster is lying 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.
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)

< 2000h/1475H 244v/246V 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 street sweeper who is close by to your west.
A stray dog who is close by to your west.
A human merchant who is close by to your west.
A militia guard who is close by to your west.
A human merchant who is close by to your west.
The shady youth who is not far off to your west.
A militia guard who is not far off to your west.
A young cleric who is a brief walk away to your west.

< 1999h/1475H 244v/246V 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 small pile of coins lies 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.'

< 1999h/1475H 244v/246V Pos: standing >
You quickly scan the area.
The town crier who is close by to your north.
Jodnan who is not far off to your north.
A Whiner who is close by above you.
An elite guard who is close by above you.
An elite guard who is close by above you.
The mailman who is close by below you.

< 1999h/1475H 245v/246V 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
The corpse of a Ghost is lying here.
A large sign hangs from the front of the counter here.
A Whiner (medium) stands here.(Gold Aura)
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 1997h/1475H 245v/246V Pos: standing >
You snap into visibility.
You mindlessly slam him with your mass!

[Damage: 11 ] A Whiner is mortally wounded, and will die soon, if not aided.

< 2001h/1475H 215v/246V Pos: standing >
<Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage: 86 ] You beautifully slash a Whiner into two parts - both dead.
A Whiner is dead! R.I.P.
You receive your share of experience.