The death of [56 Shadowmage] Nz (Gnome)

in The Northern Keats Intersection

from the perspective of [56 Assassin] Yzari (Goblin)

<worn as a badge>    a glowing blue crystal [superior]
<worn on head>       the headdress of the celestial outlaws
<worn in ear>        a lightning earring [modified] [74%]             
<worn in ear>        the earring of the forest goddess
<worn around neck>   a string of human teeth and beastial fangs [poor]
<worn around neck>   a necklace of halfling ears [superior] [66%]             
<worn on body>       some ringmail bearing the crest of Clan BloodyFist
<worn about body>    a swirling, dark blue cloak (humming)
<worn as quiver>     a quiver smeared with blood [88%]             
<worn about waist>   the winged belt of flight
<worn on belt buckle>an angelic dragonscale belt buckle
<attached to belt>   a disguise kit
<worn around wrist>  a glowing amber bracelet
<worn around wrist>  a spiked dragonscale bracelet
<worn on hands>      a pair of vampiric dragonscale gauntlets
<worn on finger>     the ring of a duergar elder (glowing) [62%]             
<worn on finger>     a ring of the valkyries
<primary weapon>     a MaDMaNs stabber
<secondary weapon>   an otherworldly stiletto of soul-taking [poor]
<worn on legs>       a pair of bronze spiked leg plates
<worn on feet>       a spit-shined pair of military boots [55%]             

Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 84v/110V 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 west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
A tharnadian illusionist who is a brief walk away to your west.
A controller who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.

< 424h/424H 85v/110V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West

< 424h/424H 84v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 84v/110V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your west.
A homeless peasant who is close by to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
An elite guard who is not far off to your west.
A tharnadian illusionist who is not far off to your west.
An elite guard who is not far off to your west.

< 424h/424H 85v/110V Pos: standing >
Pardon?

< 424h/424H 86v/110V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A young man in leather armor seems to be patrolling outside the gates.
A homeless peasant is here, looking lost and hungry.

< 424h/424H 86v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 86v/110V Pos: standing >
You quickly scan the area.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
An elite guard who is close by to your west.
A tharnadian illusionist who is close by to your west.
An elite guard who is close by to your west.

< 424h/424H 86v/110V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West#
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 424h/424H 86v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 86v/110V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A homeless peasant who is close by to your east.

< 424h/424H 86v/110V Pos: standing >
Ok.

< 424h/424H 89v/110V 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
A young man in leather armor seems to be patrolling the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 424h/424H 87v/110V 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

< 424h/424H 86v/110V 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.

< 424h/424H 86v/110V 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

< 424h/424H 85v/110V 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

< 424h/424H 85v/110V 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

< 424h/424H 84v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 424h/424H 84v/110V Pos: standing >
Alas, you cannot go that way. . . .

< 424h/424H 85v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 85v/110V Pos: standing >
You quickly scan the area.
A stray cat who is not far off to your north.
A tharnadian thief-hunter who is a brief walk away 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 militia guard who is a brief walk away to your north.
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 slutty whore 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 stray cat who is rather far off to your south.

< 424h/424H 86v/110V 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

< 424h/424H 86v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 86v/110V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A tharnadian thief-hunter who is not far off 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 Dwarf who is not far off to your north.
A militia guard who is not far off to your north.
A slutty whore who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A stray cat who is in the distance to your south.
A militia guard who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard 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 rather far off to your west.
The doctor who is in the distance to your west.

< 424h/424H 86v/110V 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 young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 424h/424H 87v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 87v/110V Pos: standing >
You quickly scan the area.
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.
A militia guard 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 rather far off to your west.

< 424h/424H 87v/110V 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

< 424h/424H 88v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 89v/110V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A tharnadian thief-hunter who is not far off 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 militia guard who is not far off to your north.
A slutty whore 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 militia guard who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is a brief walk away to your west.
A militia guard 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 rather far off to your west.
The doctor who is in the distance to your west.

< 424h/424H 89v/110V 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 stray tomcat is darting after rodents, here.

< 424h/424H 90v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 91v/110V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is close by to your north.
A Dwarf who is close by to your north.
A militia guard who is close by to your north.
A slutty whore who is rather far off to your south.
A slutty whore who is rather far off to your south.
Brinn who is close by to your west.

< 424h/424H 91v/110V Pos: standing >
A stray cat leaves north.

< 424h/424H 92v/110V Pos: standing >
The northern Keats intersection lies that way.
You extend your sights northward.
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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently. (casting) 
A militia guard stands here, fighting a Dwarf.
A militia guard stands here, fighting a Dwarf.
A Dwarf (medium) -The Resistance stands in mid-air here, fighting a militia guard.
A militia guard stands here, fighting a Dwarf.

< 424h/424H 95v/110V Pos: standing >
You faintly hear A Dwarf say the words 'STUNE'.

< 424h/424H 101v/110V Pos: standing >
The northern Keats intersection lies that way.
You extend your sights northward.
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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 424h/424H 110v/110V Pos: standing >
The sun vanishes behind the southern horizon.

< 424h/424H 110v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 110v/110V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A slutty whore who is rather far off to your south.
A homeless child who is rather far off to your south.
A slutty whore who is rather far off to your south.
Brinn who is close by to your west.

< 424h/424H 110v/110V Pos: standing >
A militia guard enters from the north.

< 424h/424H 110v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 110v/110V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A tharnadian thief-hunter who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A slutty whore who is rather far off to your south.
A homeless child who is rather far off to your south.
A slutty whore who is rather far off to your south.
Brinn who is close by to your west.

< 424h/424H 110v/110V 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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.

< 424h/424H 109v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 109v/110V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A street sweeper who is not far off to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A militia guard who is close by to your south.
A slutty whore 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 stray dog 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.
A stray cat who is not far off to your west.
The shady youth who is a brief walk away to your west.
A Dwarf who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 424h/424H 109v/110V Pos: standing >
A steel ladder leads up into the guard tower.
You extend your sights upward.
A Northern Guard Tower
   This is the top of one of the two towers that stand on either side of the
northern wall of Tharnadia. The tower itself is forty feet in diameter
and made from solid stone.  A huge Scorpion ballista is
mounted on a circular turntable here, able to fire deadly looking twenty
foot long spears an incredible distance.  A jagged row of one foot wide
and five feet tall protectors runs along the outside edge of the tower,
probably used by archers in times of siege. A long steel ladder secured
to the inside of the wall allows access to the street some fifty feet below.
Obvious exits: -Down
A heavy Scorpion ballista is here.
A Dwarf (medium) -The Resistance stands in mid-air here.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.

< 424h/424H 109v/110V Pos: standing >
A tharnadian thief-hunter leaves west.

< 424h/424H 109v/110V Pos: standing >
The Northern Wall Road
  The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
A tharnadian thief-hunter watches over the town streets intently.
A large wandering dog is here, growling at you.

< 424h/424H 108v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 108v/110V Pos: standing >
You quickly scan the area.
A stray cat 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 east.
A street sweeper who is not far off to your east.
A militia guard who is close by to your west.
A stray cat who is close by to your west.
The shady youth who is not far off to your west.

< 424h/424H 108v/110V Pos: standing >
A stray dog leaves west.

< 424h/424H 109v/110V Pos: standing >
The northern wall road intersects with Keats street to the east.
You extend your sights eastward.
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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.

< 424h/424H 110v/110V Pos: standing >
The northern wall road intersects with Keats street to the east.
You extend your sights eastward.
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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.

< 424h/424H 110v/110V 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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A young man in leather armor seems to be patrolling the area.
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.

< 424h/424H 109v/110V Pos: standing >
You attempt to hide yourself.
Being a master cutpurse, you easily slip into the shadows.

< 424h/424H 109v/110V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A street sweeper who is a brief walk away to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A militia guard who is close by to your south.
A slutty whore 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 tharnadian thief-hunter who is close by to your west.
A stray dog who is not far off to your west.
A militia guard who is not far off to your west.
The shady youth who is a brief walk away to your west.
A Dwarf who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.

< 424h/424H 109v/110V Pos: standing >
A stray cat leaves east.

< 424h/424H 109v/110V Pos: standing >
A steel ladder leads up into the guard tower.
You extend your sights upward.
A Northern Guard Tower
   This is the top of one of the two towers that stand on either side of the
northern wall of Tharnadia. The tower itself is forty feet in diameter
and made from solid stone.  A huge Scorpion ballista is
mounted on a circular turntable here, able to fire deadly looking twenty
foot long spears an incredible distance.  A jagged row of one foot wide
and five feet tall protectors runs along the outside edge of the tower,
probably used by archers in times of siege. A long steel ladder secured
to the inside of the wall allows access to the street some fifty feet below.
Obvious exits: -Down
A heavy Scorpion ballista is here.
A Dwarf (medium) -The Resistance stands in mid-air here.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.

< 424h/424H 109v/110V Pos: standing >
A militia guard leaves south.

< 424h/424H 109v/110V Pos: standing >
A stray cat enters from the east.

< 424h/424H 109v/110V Pos: standing >
A Northern Guard Tower
   This is the top of one of the two towers that stand on either side of the
northern wall of Tharnadia. The tower itself is forty feet in diameter
and made from solid stone.  A huge Scorpion ballista is
mounted on a circular turntable here, able to fire deadly looking twenty
foot long spears an incredible distance.  A jagged row of one foot wide
and five feet tall protectors runs along the outside edge of the tower,
probably used by archers in times of siege. A long steel ladder secured
to the inside of the wall allows access to the street some fifty feet below.
Obvious exits: -Down
A heavy Scorpion ballista is here.
A Dwarf (medium) -The Resistance stands in mid-air here.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.
A militia archer is posted here, keeping watch of the gates below.

< 424h/424H 108v/110V Pos: standing >
You stealthily position yourself behind a Dwarf, circling him.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sta EP:  few wounds >
 You do a fancy maneuver, tripping a Dwarf.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  few wounds >
 You parry a Dwarf's lunge at you.
You parry a Dwarf's lunge at you.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  few wounds >
 Your improved dexterity grants you an additional attack!
A Dwarf screams in pain as your pierce tears into his flesh
You score a CRITICAL HIT!!!!!
A Dwarf screams in pain as your pierce tears into his flesh
You score a CRITICAL HIT!!!!!
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf blocks your futile lunge at him.
You score a CRITICAL HIT!!!!!
A Dwarf screams in pain as your pierce tears into his flesh

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 A militia archer watches the area, making sure the battle does not get out of hand.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 You anticipate a Dwarf's maneuver and masterfully parry the attack.
You anticipate a Dwarf's maneuver and masterfully parry the attack.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 A militia archer frowns in boredom at the obviously one-sided struggle.

< 424h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP:  nasty wounds >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf screams in pain as your pierce tears into his flesh
A Dwarf blocks your futile lunge at him.
A Dwarf screams in pain as your pierce tears into his flesh
Your MaDMaNs stabber goes mad...
You drain a Dwarf of some of his energy.

< 466h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sit EP: pretty hurt >
 A Dwarf clambers to his feet.

< 466h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sta EP: pretty hurt >
 A Dwarf says 'STUNE'

< 466h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sta EP: pretty hurt >
 A Dwarf begins to twitch spasmodically.

< 466h/424H 108v/110V Pos: standing >
< T: a lich warlock TP: sta TC:excellent E: A Dwarf sta EP: pretty hurt >
 A Dwarf attempts to flee.
A Dwarf floats down.

< 466h/424H 108v/110V Pos: standing >
Trip who?

< 466h/424H 109v/110V 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
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A Dwarf (medium) -The Resistance stands in mid-air here, fighting a militia guard.
A militia guard stands here, fighting a Dwarf.
A stray tomcat is darting after rodents, here.
A Dwarf attempts to flee.
A Dwarf tries to flee, but can't make it out of here!

< 466h/424H 109v/110V Pos: standing >
You do a fancy maneuver, tripping a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:excellent E: A Dwarf sit EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
Your impressive pierce strikes a Dwarf.
A Dwarf blocks your futile lunge at him.
A Dwarf blocks your futile lunge at him.
Your impressive pierce strikes a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:excellent E: A Dwarf sit EP: pretty hurt >
 A Dwarf's slash wounds a militia guard.
A Dwarf's fine slash wounds a militia guard.
A militia guard misses a Dwarf.
A militia guard's punch strikes a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 A militia guard enters from the south.
A militia guard enters from the south.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
Your impressive pierce strikes a Dwarf.
Your impressive pierce strikes a Dwarf.
You miss a Dwarf.
Your fine pierce strikes a Dwarf.
Your impressive pierce strikes a Dwarf.
Your impressive pierce strikes a Dwarf hard.
A Dwarf blocks your futile lunge at him.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 A militia guard suddenly attacks a Dwarf!
A militia guard's weak punch strikes a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 A stray cat leaves east.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC:few scratches E: A Dwarf sit EP: pretty hurt >
 A Dwarf's powerful slash strikes a militia guard.
A Dwarf's impressive slash wounds a militia guard.
A militia guard's punch wounds a Dwarf.
A militia guard's punch strikes a Dwarf.
A militia guard kicks a Dwarf in the stomach, rendering him breathless.
Looking panicked, a Dwarf scrambles madly to his feet!

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: sta TC: small wounds E: A Dwarf sta EP:  awful >
 A Dwarf attempts to flee.
A Dwarf floats up.

< 466h/424H 109v/110V Pos: standing >
A Dwarf floats in from above.

< 466h/424H 109v/110V Pos: standing >
A Dwarf avoids being bashed by a militia guard, who loses his balance and falls.

< 466h/424H 109v/110V Pos: standing >
A Dwarf avoids being bashed by a militia guard, who loses his balance and falls.

< 466h/424H 109v/110V Pos: standing >
A stray cat enters from the east.
You do a fancy maneuver, tripping a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: ass TC: small wounds E: A Dwarf sit EP:  awful >
 Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You miss a Dwarf.
Your decent pierce wounds a Dwarf.
You miss a Dwarf.
You miss a Dwarf.
Your decent pierce wounds a Dwarf.
You score a CRITICAL HIT!!!!!
Your powerful pierce seriously wounds a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: ass TC: small wounds E: A Dwarf sit EP:  awful >
 A militia guard misses a Dwarf.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: ass TC: small wounds E: A Dwarf sit EP:  awful >
 A Dwarf's impressive slash wounds a militia guard.
A Dwarf's impressive slash wounds a militia guard.
A Dwarf blocks a militia guard's lunge at him.

< 466h/424H 109v/110V Pos: standing >
< T: guard TP: ass TC: small wounds E: A Dwarf sit EP:  awful >
 A militia guard assists a militia guard heroically.
A militia guard suddenly attacks a Dwarf!
A militia guard's punch enshrouds a Dwarf in a mist of blood.
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
Your impressive pierce strikes a Dwarf very hard.
Your pierce strikes a Dwarf hard.
You miss a Dwarf.
Your impressive pierce seriously wounds a Dwarf.
You score a CRITICAL HIT!!!!!
Your powerful pierce grievously wounds a Dwarf.
A Dwarf is stunned!
Your fine pierce causes a Dwarf to grimace in pain.
A Dwarf is incapacitated and will slowly die, if not aided.

< 466h/424H 109v/110V Pos: standing >
<A stray cat leaves east.

< 466h/424H 109v/110V Pos: standing >
<Your improved dexterity grants you an additional attack!
You successfully stab a Dwarf in the heart, killing him instantly.
A Dwarf's dented iron medallion from the Forest City of Aravne was completely destroyed by the massive blow!
A Dwarf's ring of the weretor was completely destroyed by the massive blow!
A Dwarf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!