The death of [28 Warrior] Trenka (Thri-Kreen)

in A Bend in the Road Wall

from the perspective of [36 Thief] Pir Disciple of Lloth (Kobold)

<worn as a badge>    the mark of the saboteur [83%]             
<worn on head>       a black turban of circling flames
<worn on eyes>       a set of metal eye protectors [85%]             
<worn in ear>        a dangling whitestone earring
<worn in ear>        an orb of metorite of negativity [poor] made by Laz (glowing)
<worn on face>       the mask of deceptions (humming) [32%]             
<worn around neck>   a scarf of enhanced stealth
<worn around neck>   a necklace of halfling ears of sight [modified] made by Laz
<worn on body>       Lobos' leather coat
<worn on back>       a large leather backpack
<worn about waist>   the woven entrails of an unfortunate soul
<worn on belt buckle>a blood dagger of Tezcatlipoca
<attached to belt>   a disguise kit
<attached to belt>   a disguise kit
<worn on arms>       the vambraces of the vampire lords (humming) [79%]             
<held as shield>     the spiked shield of a MaDMaN
<worn around wrist>  a black and white zebra-hide wristband [81%]             
<worn around wrist>  a black and white zebra-hide wristband [88%]             
<worn on hands>      the gauntlets of FuRy (glowing)
<worn on finger>     the ring of the Netherworld (glowing)
<worn on finger>     a ring of the giantkind
<primary weapon>     the granite dagger 'BloodFeast'[41h 7m 56s]
<worn on legs>       a pair of vapor leggings
<worn on feet>       some durethium boots

A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
A stray dog who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A militia guard who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away to your south.
A militia guard who is a brief walk away to your south.
A stray cat who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A stray cat who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away to your south.
A militia guard who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A stray cat who is rather far off to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A stray cat who is rather far off to your south.
A militia guard who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
A Thri-Kreen who is close by to your north.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away 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 stray cat who is rather far off to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
A Thri-Kreen who is close by to your north.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A militia guard who is rather far off to your south.
A stray cat who is rather far off to your south.
A militia guard who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
You quickly scan the area.
A Thri-Kreen who is close by to your north.
Sarn, the banker who is close by to your north.
A tharnadian thief-hunter who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A militia guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
An elite guard who is not far off to your south.
A stray dog who is a brief walk away to your south.
A militia guard who is a brief walk away to your south.
A tharnadian thief-hunter who is rather far off to your south.
A stray cat who is rather far off to your south.
A tharnadian thief-hunter who is rather far off to your south.
A young cleric who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is not far off to your west.

< 540h/540H 116v/116V Pos: standing >
The door is open.
The Tharnadian Bank lies to the north.
You extend your sights northward.
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A Thri-Kreen (medium) stands here.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 540h/540H 116v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Tharnadian Bank
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Tharnadian Bank
</map>
Tharnadian Bank
   This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside.  There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house.  Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A large wooden counter is here, with a sign posted on it.
A Thri-Kreen (medium) stands here.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 540h/540H 115v/116V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 540h/540H 115v/116V Pos: standing >
This Thri-Kreen has some big nasty wounds and scratches.
He's medium in size.
He has little gills in his neck!

<worn on head>       a sabertooth headdress
<worn on eyes>       a dirty leather eyepatch
<worn on face>       a black leather mask
<worn around neck>   a thin metal gorget
<worn around neck>   a spiked ice collar
<worn about body>    the masters cloak (glowing)
<worn on back>       a well-crafted ash longbow (illuminating)
<worn as quiver>     an elven quiver
<worn about waist>   a thick black leather belt
<worn on arms>       some spiked ogrebone armplates
<worn on lower arms> some sandy sleeves
<held as shield>     a blood-stained adamantium buckler from Pit of Dragons
<worn around wrist>  a whitestone bracer
<worn around wrist>  a purple wormskin bracer studded with obsidian [66%]             
<worn on lower wrist>the blackened bracer of the squall
<worn on lower wrist>a set of opal prayer beads
<worn on hands>      a pair of thick hydra-hide gloves
<worn on lower hands>a pair of thick hydra-hide gloves
<primary weapon>     a blazing mace dubbed 'Rising Sun' [89%]             
<secondary weapon>   a morning-star enshrouded in crimson flames (illuminating)
<third weapon>       a morning-star enshrouded in crimson flames (illuminating)
<worn on legs>       a pair of dragonscale leg plates

< 540h/540H 115v/116V Pos: standing >
You think you noticed an opening in your victim defenses...

< 540h/540H 115v/116V Pos: standing >
Ok.

< 540h/540H 116v/116V Pos: standing >
Autosaving...

< 540h/540H 116v/116V Pos: standing >
You snap into visibility.
[Damage: 44 ] You find weakness in a Thri-Kreen's defenses and land a sneaky surprise attack!
Although quite dexterous, the weight of this weapon makes it harder to swing!
You snap into visibility.
[Damage:  5 ] -=[Your fine pierce strikes a Thri-Kreen.]=-
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen deflects your blow and strikes back at YOU!
-=[A Thri-Kreen's bludgeon grazes you.]=-

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 You parry a Thri-Kreen's lunge at you.
You block a Thri-Kreen's lunge at you.
You block a Thri-Kreen's lunge at you.
You block a Thri-Kreen's lunge at you.
You parry a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.
You block a Thri-Kreen's lunge at you.
You snap into visibility.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 Although quite dexterous, the weight of this weapon makes it harder to swing!
You snap into visibility.
[Damage:  3 ] -=[Your pierce wounds a Thri-Kreen.]=-
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!
You snap into visibility.
You reach for the ground, quickly tossing a clump of dirt at a Thri-Kreen's face!

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  nasty wounds >
 You play with a Thri-Kreen before lunging into an offensive routine!
You snap into visibility.
[Damage:  7 ] -=[Your fine pierce strikes a Thri-Kreen.]=-
The granite dagger 'BloodFeast' slices through the air with incredible ease!
[Damage:  8 ] -=[Your fine pierce strikes a Thri-Kreen.]=-
You parry a Thri-Kreen's lunge at you.
You parry a Thri-Kreen's lunge at you.
You play with a Thri-Kreen before lunging into an offensive routine!
You score a CRITICAL HIT!!!!!
[Damage: 20 ] -=[Your powerful pierce strikes a Thri-Kreen very hard.]=-
[Damage:  3 ] -=[Your pierce wounds a Thri-Kreen.]=-
You dodge a Thri-Kreen's vicious attack.
You parry a Thri-Kreen's lunge at you.
You dodge a Thri-Kreen's vicious attack.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
 A Thri-Kreen attempts to flee.
A Thri-Kreen tries to flee, but can't make it out of here!

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
 Although quite dexterous, the weight of this weapon makes it harder to swing!
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen parries your futile lunge at him.
[Damage:  8 ] -=[Your fine pierce strikes a Thri-Kreen.]=-
A Thri-Kreen parries your futile lunge at him.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
 A Thri-Kreen opens the door.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
 Although quite dexterous, the weight of this weapon makes it harder to swing!
A Thri-Kreen parries your futile lunge at him.
You snap into visibility.
[Damage: 10 ] -=[Your impressive pierce strikes a Thri-Kreen hard.]=-
[Damage:  9 ] -=[Your fine pierce strikes a Thri-Kreen hard.]=-
A Thri-Kreen parries your futile lunge at him.

< 539h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP: pretty hurt >
 You dodge a Thri-Kreen's vicious attack.
A Thri-Kreen misses you.
You snap into visibility.
-=[A Thri-Kreen's fine bludgeon wounds you.]=-
[Damage:  1 ] A Thri-Kreen ignites into black flames as he hits you!
-=[A Thri-Kreen's weak bludgeon grazes you.]=-
Your spiked shield of a MaDMaN pulsates with magical fire burning a Thri-Kreen!
[Damage: 16 ] You dodge a Thri-Kreen's vicious attack.
You parry a Thri-Kreen's lunge at you.

< 532h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 You snap into visibility.
You reach for the ground, quickly tossing a clump of dirt at a Thri-Kreen's face!

< 532h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Although quite dexterous, the weight of this weapon makes it harder to swing!
A Thri-Kreen blocks your futile lunge at him.
You score a CRITICAL HIT!!!!!
[Damage: 24 ] -=[Your pierce enshrouds a Thri-Kreen in a mist of blood.]=-
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen deflects your blow and strikes back at YOU!
-=[A Thri-Kreen's bludgeon grazes you.]=-

< 531h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 You parry a Thri-Kreen's lunge at you.
A Thri-Kreen misses you.
You parry a Thri-Kreen's lunge at you.
With superb grace and ease, you intercept a Thri-Kreen's attack with granite dagger 'BloodFeast' and counter-attack!
You snap into visibility.
[Damage: 11 ] -=[Your impressive pierce seriously wounds a Thri-Kreen.]=-
The granite dagger 'BloodFeast' slices through the air with incredible ease!
[Damage: 10 ] -=[Your impressive pierce enshrouds a Thri-Kreen in a mist of blood.]=-
You block a Thri-Kreen's lunge at you.
You dodge a Thri-Kreen's vicious attack.
A Thri-Kreen misses you.

< 531h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 A Thri-Kreen attempts to flee.
A Thri-Kreen leaves south.

< 531h/540H 116v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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
Fresh blood covers everything in the area.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently.

< 531h/540H 115v/116V Pos: standing >
Backstab who?

< 531h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Road Beneath the Gate Tower
</map>
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
A few drops of fresh blood are scattered around the area.

< 531h/540H 114v/116V Pos: standing >
Slay whom?

< 531h/540H 114v/116V Pos: standing >
Saving Pir.

< 531h/540H 114v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
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
Puddles of fresh blood cover the ground.
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
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.

< 531h/540H 114v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Road beneath the Gate Tower
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Road beneath the Gate Tower
</map>
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 southern defense tower of the
Tharnadian eastern gates.  The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the walls.

< 531h/540H 114v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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.  The road continues
north and west.
Obvious exits: -North -West
Puddles of fresh blood cover the ground.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.

< 531h/540H 113v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 532h/540H 114v/116V Pos: standing >
Saving Pir.

< 532h/540H 116v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Wall Road
</map>
The Southern 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.  The road to the west
turns south, while to the east it bends north.
Obvious exits: -East -South# -West
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the walls.

< 532h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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.  The road continues
east, while to the south it bends west.
Obvious exits: -East -South
A few drops of fresh blood are scattered around the area.

< 532h/540H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 533h/540H 114v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 533h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West
Fresh blood splatters cover the area.

< 533h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Road Under the Southern Tower
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Road Under the Southern Tower
</map>
Road Under the Southern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
A few drops of fresh blood are scattered around the area.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A tharnadian thief-hunter watches over the town streets intently.

< 533h/540H 114v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Southern City Gates
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Southern City Gates
</map>
Inside the Southern City Gates
   Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the east and west.
Obvious exits: -East -South# -West
Fresh blood covers everything in the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
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.

< 533h/540H 113v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Keats Intersection
</map>
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up
Fresh blood splatters cover the area.

< 533h/540H 113v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 534h/540H 113v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 534h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
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.  The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
Puddles of fresh blood cover the ground.
A street sweeper is cleaning here, singing songs of labor.

< 534h/540H 115v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 534h/540H 115v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Southern Wall Road
</map>
The Southern 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 road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the walls.

< 535h/540H 114v/116V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Road Wall
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Road Wall
</map>
A Bend in the Road Wall
   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.  The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South
Fresh blood covers everything in the area.
A Thri-Kreen (medium) stands here.
A shady looking mercenary stands here, eyeing you with open contempt.

< 535h/540H 113v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 535h/540H 113v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 535h/540H 114v/116V Pos: standing >
Smirk. Backstabbing in a calf is not very effective.

< 536h/540H 116v/116V Pos: standing >
You snap into visibility.
[Damage:  4 ] -=[Your decent pierce strikes a Thri-Kreen very hard.]=-

< 536h/540H 116v/116V Pos: standing >
< T: a gnome peasant TP: sta TC:few scratches E: A Thri-Kreen sta EP:  awful >
 Although quite dexterous, the weight of this weapon makes it harder to swing!
A Thri-Kreen parries your futile lunge at him.
A Thri-Kreen dodges your futile attack.
A Thri-Kreen parries your futile lunge at him.
You score a CRITICAL HIT!!!!!
[Damage: 22 ] -=[Your powerful pierce hits a Thri-Kreen.]=-
A Thri-Kreen is mortally wounded, and will die soon, if not aided.

< 536h/540H 116v/116V Pos: standing >
A shady mercenary glares at you wondering why you are watching him.

< 536h/540H 116v/116V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
You snap into visibility.
[Damage: 50 ] A Thri-Kreen makes a strange sound but is suddenly very silent as you place the granite dagger 'BloodFeast' in his back.
A Thri-Kreen's morning-star enshrouded in crimson flames was completely destroyed by the massive blow!
A Thri-Kreen's pair of dragonscale leg plates was completely destroyed by the massive blow!
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.