The death of [34 Alchemist] Vargh (Gnome)

in Tharnadian Bank

from the perspective of [56 Necrolyte] Orp Disciple of Lloth (Kobold)

<worn as a badge>    a thin adamantium hair pin (glowing)
<worn on head>       Yingin's crown of Deepearth
<worn around neck>   a necklace of ice
<worn around neck>   a water amulet
<worn about waist>   an ugly green belt
<worn on arms>       a pair of troll-hide sleeves
<worn around wrist>  a wristband made of cameleon skin
<worn around wrist>  a crimson braid of rank
<worn on hands>      a wet pair of black gloves
<worn on finger>     a signet ring of storms
<worn on finger>     a ring of gnome flesh
<worn on legs>       a pleated red and green kilt (illuminating)
<worn on feet>       a pair of black leather boots lined with metal

Combat Pulse:   13 Spell Pulse:  0.60 
Leaderboard Points: 1515 

Active Spells:
--------------
stone skin (9 minutes)
globe of invulnerability (8 minutes)
stone skin (8 minutes)
haste (less than a minute remaining)
vitalize undead (5 minutes)
vampiric trance (5 minutes)
detect invisibility (16 minutes)
fly (77 minutes)


< 649h/641H 57v/133V Pos: sitting >
You are already meditating.

< 649h/641H 58v/133V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 649h/641H 68v/133V Pos: sitting >
You stop meditating.
You do not see or have the corpse.

< 649h/641H 77v/133V Pos: sitting >
Ok.
You put 45 platinum, 32 gold, 5 silver, and 7 copper coins into a large leather backpack.

< 649h/641H 78v/133V Pos: sitting >
You start meditating...

< 649h/641H 79v/133V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 649h/641H 81v/133V Pos: sitting >

< 649h/641H 91v/133V Pos: sitting >
You are already meditating.

< 649h/641H 92v/133V Pos: sitting >
You feel infused by 7th circle DARK powers!

< 649h/641H 94v/133V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 649h/641H 106v/133V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 649h/641H 118v/133V Pos: sitting >

< 649h/641H 126v/133V Pos: sitting >
You feel infused by 6th circle DARK powers!

< 649h/641H 130v/133V Pos: sitting >
You are already meditating.

< 649h/641H 131v/133V Pos: sitting >
You feel infused by 6th circle DARK powers!
You feel fully infused...
The assimilation process leaves you momentarily shocked.

< 649h/641H 133v/133V Pos: sitting >
You clamber to your feet.

< 649h/641H 133v/133V 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
Militia forces muster to bolster the town's defenses against the invaders!!!

< 649h/641H 132v/133V Pos: standing >
Alas, you cannot go that way. . . .

< 649h/641H 132v/133V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
The knight who is not far off to your east.

< 649h/641H 132v/133V Pos: standing >
You start chanting...

< 649h/641H 132v/133V Pos: standing >
Casting: vitalize undead 

< 649h/641H 132v/133V Pos: standing >
You complete your spell...

< 649h/641H 132v/133V 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 main temple lies to the east,
and the supplies shop is to the north.  The hallway heads to the west.
Obvious exits: -North -East -West
[5] A skull-shaped vial has been left here.
A few coins lie scattered here.
A young man in leather armor seems to be patrolling the walls.

< 649h/641H 131v/133V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
Impossible! You can't concentrate enough!

< 649h/641H 131v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 You start chanting...

< 649h/641H 131v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard gets a few coins.

< 649h/641H 131v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 You complete your spell...
[Damage: 89 ] A militia guard crumples as you kill him by draining his energy.
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.

< 705h/641H 131v/133V Pos: standing >
You start chanting...

< 705h/641H 131v/133V Pos: standing >
You complete your spell...
You take on the shape of undead...

< 705h/641H 131v/133V 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

< 705h/641H 130v/133V Pos: standing >
You quickly scan the area.
The knight who is not far off to your east.

< 705h/641H 130v/133V 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

< 705h/641H 129v/133V 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
Alarm bells sound, signalling an invasion!

< 705h/641H 128v/133V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your west.
A large rat who is not far off to your west.
A militia guard who is in the distance to your west.
A woman who is in the distance to your west.

< 705h/641H 128v/133V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your west.
A large rat who is a brief walk away to your west.
A militia guard who is in the distance to your west.
A woman who is in the distance to your west.

< 705h/641H 128v/133V 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
Alarm bells sound, signalling an invasion!

< 705h/641H 128v/133V Pos: standing >
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
The corpse of a militia guard is lying here.
A large wandering dog is here, growling at you.

< 705h/641H 128v/133V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your south.
A street sweeper who is in the distance to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A large rat who is close by to your west.
A militia guard who is a brief walk away to your west.
A woman who is a brief walk away to your west.
A militia archer who is close by above you.

< 705h/641H 128v/133V Pos: standing >
You feel your skin soften and return to normal.
You quickly scan the area.
A stray dog who is close by to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A slutty whore who is in the distance to your south.
A large rat who is close by to your west.
A militia guard who is a brief walk away to your west.
A woman who is a brief walk away to your west.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 705h/641H 128v/133V 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
The corpse of a militia guard is lying here.
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 705h/641H 128v/133V 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
The corpse of a militia guard is lying here.
Alarm bells sound, signalling an invasion!

< 705h/641H 127v/133V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A street sweeper who is a brief walk away to your south.
A street sweeper who is a brief walk away to your south.
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 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 cat who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A militia guard who is in the distance to your west.
A militia guard who is in the distance to your west.
A militia guard who is in the distance to your west.

< 705h/641H 127v/133V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
A stray dog who is not far off to your north.
A street sweeper who is a brief walk away to your south.
A street sweeper who is a brief walk away to your south.
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 street sweeper who is in the distance to your south.
A human merchant who is close by to your west.
The town crier who is close by to your west.
A street sweeper who is not far off to your west.
A stray cat who is a brief walk away to your west.
A militia guard who is rather far off to your west.
A militia guard who is in the distance to your west.
A militia guard who is in the distance to your west.
A militia guard who is in the distance to your west.
The doctor who is in the distance to your west.

< 705h/641H 128v/133V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A 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 human merchant from another town stands here, perusing Tharnadia.
The town crier is standing here, eagerly awaiting to perform his duties.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 705h/641H 128v/133V 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 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.'

< 705h/641H 127v/133V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your north.
The town crier who is close by to your north.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 705h/641H 127v/133V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your north.
The town crier who is close by to your north.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 705h/641H 128v/133V Pos: standing >
You quickly scan the area.
A human merchant who is close by to your north.
The town crier who is close by to your north.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.

< 705h/641H 128v/133V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A 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 human merchant from another town stands here, perusing Tharnadia.
The town crier is standing here, eagerly awaiting to perform his duties.

< 705h/641H 128v/133V 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
The corpse of a militia guard is lying here.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 705h/641H 127v/133V 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

< 705h/641H 126v/133V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your north.
A stray dog who is a brief walk away to your north.
A human merchant who is not far off to your east.
A Gnome who is in the distance to your east.
A Barbarian who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A street sweeper who is not far off to your south.
A street sweeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A street sweeper who is rather far off to your south.

< 705h/641H 126v/133V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your north.
A stray dog who is a brief walk away to your north.
A human merchant who is not far off to your east.
A Gnome who is in the distance to your east.
A Barbarian who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A street sweeper who is not far off to your south.
A street sweeper who is not far off to your south.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A street sweeper who is rather far off to your south.

< 705h/641H 127v/133V Pos: standing >
You quickly scan the area.
A stray dog who is not far off to your north.
A stray dog who is a brief walk away to your north.
A human merchant who is not far off to your east.
A Gnome who is in the distance to your east.
A Barbarian who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A street sweeper who is not far off to your south.
A street sweeper who is not far off to your south.
A slutty whore who is not far off to your south.
A street sweeper who is rather far off to your south.

< 705h/641H 127v/133V 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
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

< 705h/641H 126v/133V Pos: standing >
There's a blizzard out here, making it quite difficult to see.

< 704h/641H 127v/133V Pos: standing >
You quickly scan the area.
The young woman who is close by to your north.
A tall merchant who is close by to your north.
A human merchant who is close by to your east.
A Gnome who is rather far off to your east.
A Barbarian who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
A controller who is in the distance to your east.
An elite guard who is in the distance to your east.
A peddler who is close by to your south.

< 704h/641H 128v/133V Pos: standing >
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
The corpse of a militia guard is lying here.
A street sweeper is cleaning here, singing songs of labor.
A human merchant from another town stands here, perusing Tharnadia.
Alarm bells sound, signalling an invasion!

< 704h/641H 132v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 704h/641H 132v/133V Pos: standing >
The town crier shouts 'If anyone wants me to shut up just tell me, don't kill me.'

< 704h/641H 132v/133V 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
The corpse of a militia guard is lying here.
A wooden stall stands here, goods displayed upon its counter.

< 704h/641H 131v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 704h/641H 131v/133V 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

< 704h/641H 131v/133V Pos: standing >
You start chanting...

< 704h/641H 131v/133V Pos: standing >
You complete your spell...
[Damage: 61 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
The chilling cold causes a Gnome to stammer, apparently weakened.

< 705h/641H 133v/133V Pos: standing >
You start chanting...

< 705h/641H 133v/133V Pos: standing >
A Gnome enters from the east.

< 705h/641H 133v/133V Pos: standing >
You complete your spell...
[Damage: 55 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.
The chilling cold causes a Gnome to stammer, apparently weakened.

< 705h/641H 133v/133V Pos: standing >
You dodge a Gnome's vicious attack.
A Gnome's bludgeon grazes you.

< 704h/641H 133v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 Umm. I don't believe there is anything that direction.
You failed.

< 704h/641H 133v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 You miss a Gnome.
A Gnome parries your futile lunge at him.
A Gnome parries your futile lunge at him.
Umm. I don't believe there is anything that direction.
You failed.

< 704h/641H 133v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 Sorry, you aren't allowed to do that in combat.

< 704h/641H 133v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 Umm. I don't believe there is anything that direction.
You failed.

< 704h/641H 133v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: A Gnome sta EP:  few wounds >
 A Gnome attempts to flee.
A Gnome leaves east.

< 703h/641H 133v/133V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 703h/641H 133v/133V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 703h/641H 133v/133V Pos: standing >
The town crier shouts 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts 'Trolls, giants, and many dangers may threaten your lives.'

< 703h/641H 133v/133V Pos: standing >
You start chanting...

< 703h/641H 133v/133V Pos: standing >
You complete your spell...
[Damage: 59 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.

< 705h/641H 133v/133V Pos: standing >
You start chanting...

< 705h/641H 133v/133V Pos: standing >
You complete your spell...
[Damage: 56 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.

< 705h/641H 133v/133V Pos: standing >
You start chanting...

< 705h/641H 133v/133V Pos: standing >
You complete your spell...
[Damage: 52 ] Your blast of cold strikes a Gnome dead on, who shudders from the pain.

< 705h/641H 133v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 705h/641H 133v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 705h/641H 133v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 705h/641H 133v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 705h/641H 133v/133V Pos: standing >
Umm. I don't believe there is anything that direction.
You failed.

< 705h/641H 133v/133V 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
Puddles of fresh blood cover the ground.
A Barbarian (large) stands in mid-air here (Newbie).
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.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 705h/641H 132v/133V Pos: standing >
An elite guard suddenly attacks YOU!
An elite guard's fine punch wounds you.
Sorry, you aren't allowed to do that in combat.

< 689h/641H 132v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: elite sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 689h/641H 132v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: elite sta EP: excellent >
 An elite guard suddenly attacks YOU!
An elite guard's punch grazes you.
You attempt to flee...
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
You flee southward!

< 688h/641H 104v/133V Pos: standing >
You quickly scan the area.
A Barbarian who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
An elite guard who is close by to your north.
A stray cat who is not far off to your north.
A militia guard who is not far off to your north.
A stray cat who is not far off to your north.
A militia guard who is a brief walk away to your north.
A militia guard who is a brief walk away to your north.
A Gnome who is rather far off to your north.
Sarn, the banker who is rather far off to your north.
A militia guard who is close by to your south.
A militia guard who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 688h/641H 104v/133V 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
Puddles of fresh blood cover the ground.
A Barbarian (large) stands in mid-air here (Newbie).
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.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 687h/641H 106v/133V 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
A few drops of fresh blood are scattered around the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.

< 687h/641H 106v/133V 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
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.

< 687h/641H 105v/133V Pos: standing >
A militia guard enters from the south.
You failed.

< 687h/641H 105v/133V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
A militia guard suddenly attacks YOU!
A militia guard misses you.

< 687h/641H 106v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard suddenly attacks YOU!
A militia guard misses you.
Sorry, you aren't allowed to do that in combat.

< 687h/641H 106v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 You failed.

< 687h/641H 106v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 You attempt to flee...
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
You flee westward!

< 687h/641H 81v/133V Pos: standing >
You failed.

< 687h/641H 81v/133V 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
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.

< 687h/641H 81v/133V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
Sorry, you aren't allowed to do that in combat.

< 687h/641H 81v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 687h/641H 82v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard suddenly attacks YOU!
A militia guard misses you.

< 687h/641H 82v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 687h/641H 82v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 A militia guard suddenly attacks YOU!
A militia guard misses you.

< 687h/641H 82v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: guard sta EP: excellent >
 You try to fake your own demise..

< 687h/641H 82v/133V Pos: on your ass >
A militia guard leaves west.

< 687h/641H 102v/133V Pos: on your ass >
You clamber to your feet.

< 687h/641H 109v/133V Pos: standing >
Ok.

< 687h/641H 110v/133V Pos: standing >
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
Fresh blood covers everything in the area.
A large wooden counter is here, with a sign posted on it.
A Gnome (tiny) stands in mid-air here.
A greedy looking banker stands behind the counter, eyeing you curiously.

< 687h/641H 109v/133V Pos: standing >
A Gnome puts a bunch of stuff into a large leather backpack.
Ok.

< 687h/641H 109v/133V Pos: standing >
You start chanting...

< 687h/641H 110v/133V Pos: standing >
Sarn, the banker suddenly attacks YOU!
Sarn, the banker's punch wounds you.

< 680h/641H 110v/133V Pos: standing >
< T: Orp TP: sta TC:excellent E: sarn sta EP: excellent >
 You complete your spell...
[Damage: 126 ] Your blast shatters a Gnome into a million pieces!
A Gnome's tangle of magical vine was disintegrated by the negative energy!
A Gnome is dead! R.I.P.
You receive your share of experience.