The death of [1 Monk] Nibafk (Human)

in The Ogre's Foot Inn

from the perspective of [55 Blighter] Biagg (Duergar)

<worn on head>       the helmet of corruption (glowing)
<worn on face>       mask of the iron bloodhounds (glowing)
<worn around neck>   the fang of inhabitation (magic)
<worn around neck>   a demon amulet [superior]
<worn about body>    a gnomish cape of life
<worn on arms>       the sleeves of Arkan'non (magic)
<held as shield>     the shield of the earthwyrm (magic)
<worn on hands>      a pair of strange gauntlets [modified] (magic)
<worn on finger>     a shark engraved bone ring
<worn on finger>     a bone studded ring of the damned (magic)
<primary weapon>     a flaming sword of the valkyrie (magic)

    .M^.....+..     
   ^.^MM....M...    
  **..^M^...+...    
 *^*.^^.M^..+.....  
 *****....M.+..^..  
 M+**^**.@.^+..^..  
 ^M++++++++++.....  
 M+*^*.****.+.....  
  *****....^+....   
   **^M.^MM.+.^^    
    *..^M^..+..     
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 1000h/1000H 160v/166V Pos: standing >
 
    .^MM....+..     
   *..^M^...+...    
  ^*.^^.M^..+....   
 *****....M.+..^..  
 M+**^**.^.^+..^..  
 ^M++++++@+++.....  
 M+*^*.****.+.....  
 ******....^+....^  
  ***^M.^MM.+.^^M   
   ^*..^M^..+...    
    *..^M...+++     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 164v/166V Pos: standing >
 
    ^.^MM....+.     
   **..^M^...+..    
  *^*.^^.M^..+...   
 ******....M.+..^.  
 *M+**^**.^.^+..^.  
  ^M+++++@++++....  
 *M+*^*.****.+....  
 ^******....^+....  
  ^***^M.^MM.+.^^   
   *^*..^M^..+..    
    **..^M...++     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 163v/166V Pos: standing >
 
    *^.^MM....+     
   ***..^M^...+.    
  **^*.^^.M^..+..   
 *******....M.+..^  
  *M+**^**.^.^+..^  
   ^M++++@+++++...  
  *M+*^*.****.+...  
 M^******....^+...  
  M^***^M.^MM.+.^   
   M*^*..^M^..+.    
    ^**..^M...+     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 162v/166V Pos: standing >
 
    **^.^MM....     
   ^***..^M^...+    
  ^**^*.^^.M^..+.   
  *******....M.+..  
   *M+**^**.^.^+..  
    ^M+++@++++++..  
   *M+*^*.****.+..  
  M^******....^+..  
  MM^***^M.^MM.+.   
   MM*^*..^M^..+    
    ^^**..^M...     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 163v/166V Pos: standing >
 
    ^**^.^MM...     
   M^***..^M^...    
  M^**^*.^^.M^..+   
   *******....M.+.  
    *MM**^**.^.^+.  
     ^M++@+++++++.  
    *M+*^*.****.+.  
   M^******....^+.  
  MMM^***^M.^MM.+   
   MMM*^*..^M^..    
    M^^**..^M..     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 164v/166V Pos: standing >
 
    M^**^.^MM..     
   MM^***..^M^..    
   M^**^*.^^.M^..   
    *******....M.+  
     *MM**^**.^.^+  
      ^M+@++++++++  
     *M+*^*.****.+  
    M^******....^+  
  MMMM^***^M.^MM.   
   MMMM*^*..^M^.    
    MM^^**..^M.     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 165v/166V Pos: standing >
 
    MM^**^.^MM.     
   MMM^***..^M^.    
    M^**^*.^^.M^.   
     *******....M.  
      *MM**^**.^.^  
       ^M@++++++++  
      *M+*^*.****.  
     M^******....^  
   MMMM^***^M.^MM   
   MMMMM*^*..^M^    
    MMM^^**..^M     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West

< 1000h/1000H 164v/166V Pos: standing >
 
    MMM^**^.^MM     
   MMMM^***..^M^    
     M^**^*.^^.M^   
      *******....M  
       *MM**^**.^.  
        ^@++++++++  
       *M+*^*.****  
      M^******....  
    MMMM^***^M.^M   
   MMMMMM*^*..^M    
    MMMM^^**..^     
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.

< 1000h/1000H 163v/166V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
Alarm bells sound, signalling an invasion!

< 1000h/1000H 164v/166V 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
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1000h/1000H 165v/166V 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
A young man in leather armor seems to be patrolling outside the gates.
Alarm bells sound, signalling an invasion!

< 1000h/1000H 163v/166V 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 -Down

< 1000h/1000H 161v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 163v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 165v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 166v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 166v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 166v/166V 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: -West -Up

< 1000h/1000H 164v/166V Pos: standing >
You quickly scan the area.
A hungry owlbear who is close by to your west.
A militia guard who is close by to your west.
A homeless peasant who is close by to your west.
A militia guard who is not far off to your west.

< 1000h/1000H 164v/166V 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
A hungry owlbear stalks through here, looking for something to eat.
A young man in leather armor seems to be patrolling outside the gates.
A homeless peasant is here, looking lost and hungry.

< 1000h/1000H 162v/166V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your west.

< 1000h/1000H 166v/166V 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
A young man in leather armor seems to be patrolling outside the gates.

< 1000h/1000H 164v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 164v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 164v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 164v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 164v/166V Pos: standing >
The first rays of sunlight signal that day is approaching.

< 1000h/1000H 164v/166V 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: -North -West

< 1000h/1000H 162v/166V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A tharnadian illusionist 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.
An elite guard 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.

< 1000h/1000H 166v/166V 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
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1000h/1000H 164v/166V Pos: standing >
You quickly scan the area.
A tharnadian illusionist 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.
An elite guard who is not far off to your west.
A controller who is not far off to your west.
An elite guard who is not far off to your west.

< 1000h/1000H 164v/166V Pos: standing >
Looks like an exit.
You extend your sights westward.
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
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A steel dagger has been tossed aside here.
A gnoby piece of wood, perhaps a small mace, lies here.
A warhammer with a sturdy-looking steel head lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.

< 1000h/1000H 164v/166V 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
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A steel dagger has been tossed aside here.
A gnoby piece of wood, perhaps a small mace, lies here.
A warhammer with a sturdy-looking steel head lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
Alarm bells sound, signalling an invasion!

< 1000h/1000H 162v/166V Pos: standing >
The great city gates of Tharnadia lie to the west.
You extend your sights westward.
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 tharnadian illusionist stands here watching for intruders.
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 controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 1000h/1000H 164v/166V 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 tharnadian illusionist stands here watching for intruders.
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 controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 1000h/1000H 164v/166V Pos: standing >
Ok.

< 1000h/1000H 164v/166V 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 human merchant from another town stands here, perusing Tharnadia.
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.

< 1000h/1000H 162v/166V 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
Alarm bells sound, signalling an invasion!

< 1000h/1000H 165v/166V 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.
Alarm bells sound, signalling an invasion!

< 1000h/1000H 164v/166V 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
Alarm bells sound, signalling an invasion!

< 1000h/1000H 163v/166V 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

< 1000h/1000H 164v/166V 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
A soulful mandolin is here wishing to return to the hills.
Alarm bells sound, signalling an invasion!

< 1000h/1000H 165v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 165v/166V Pos: standing >
Alas, you cannot go that way. . . .

< 1000h/1000H 165v/166V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
A large wandering dog is here, growling at you.
A large wandering dog is here, growling at you.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 1000h/1000H 164v/166V 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.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 1000h/1000H 163v/166V Pos: standing >
The door seems to be closed.

< 1000h/1000H 166v/166V Pos: standing >
A stray dog enters from the east.

< 1000h/1000H 166v/166V Pos: standing >
Ok.

< 1000h/1000H 166v/166V 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.'
A tough looking warrior is scanning the landscape beyond the walls.

< 1000h/1000H 165v/166V Pos: standing >
You quickly scan the area.
A stray dog who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
The town crier who is close by to your north.
A Human who is close by above you.
A tharnadian illusionist who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
A black arabian mount who is close by above you.
A powerful vor who is close by above you.
A magnificent heavy warhorse who is close by above you.
The mount who is close by above you.
The mailman who is close by below you.

< 1000h/1000H 165v/166V Pos: standing >
You dodge a bash from an elite guard, who loses his balance and falls.
You snap into visibility.
You miss an elite guard.
You miss an elite guard.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP: excellent >
 The energy ceases to flow.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP: excellent >
 Hint: Type "score" to get some information about your character.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP: excellent >
 You start chanting...
You snap into visibility.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP: excellent >
 Casting: horrid wilting *

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP: excellent >
 You complete your spell...
[Damage: 188 ] An elite guard begins to dry and wilt.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  small wounds >
 You miss an elite guard.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  small wounds >
 You start chanting...

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  small wounds >
 Casting: horrid wilting *

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  small wounds >
 You complete your spell...
[Damage: 189 ] An elite guard begins to dry and wilt.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  few wounds >
 You miss an elite guard.
You miss an elite guard.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  few wounds >
 You start chanting...

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  few wounds >
 Casting: horrid wilting *

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite kne EP:  few wounds >
 An elite guard rises to his feet.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite sta EP:  few wounds >
 You complete your spell...
[Damage: 240 ] An elite guard begins to dry and wilt.

< 1000h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:excellent E: elite sta EP: pretty hurt >
 An elite guard's crude punch grazes you.
[Damage:  1 ] As an elite guard strikes you, you smile as he tears his flesh!
An elite guard's weak punch grazes you.
[Damage:  1 ] As an elite guard strikes you, you smile as he tears his flesh!

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP: pretty hurt >
 You start chanting...

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP: pretty hurt >
 Casting: horrid wilting *

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP: pretty hurt >
 You complete your spell...
[Damage: 237 ] An elite guard begins to dry and wilt.

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP:  awful >
 Your shield of the earthwyrm blocks an elite guard's vicious attack.
You dodge an elite guard's vicious attack.
An elite guard's kick parts your hair but does little else.

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP:  awful >
 You start chanting...

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP:  awful >
 Casting: horrid wilting *

< 986h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: elite sta EP:  awful >
 You complete your spell...
[Damage: 199 ] You suck all the water from an elite guard.
An elite guard is dead! R.I.P.
You receive your share of experience.
An elite guard's death cry reverberates in your head as he falls to the ground.
You have killed 1 of 1 Human(s) for boon # 1305.

< 986h/1000H 165v/166V Pos: standing >
The Ogre's Foot Lounge
Obvious exits: -North -Up -Down
Fresh blood covers everything in the area.
The corpse of an elite guard is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 986h/1000H 166v/166V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
A two-handed sword, nearly six feet in length, lies here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
A Human (medium) stands here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
A beautiful black Arabian gelding stands here.
A regal and powerful looking six-legged vor stands here.
A magnificent white warhorse stands here quietly.
A sturdy looking mount is here, all saddled up and ready to ride.
Alarm bells sound, signalling an invasion!

< 986h/1000H 165v/166V Pos: standing >
The receptionist suddenly attacks YOU!
You snap into visibility.
The receptionist's crude punch wounds you.
[Damage:  1 ] As the receptionist strikes you, you smile as she tears her flesh!

< 973h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 You dodge a bash from a tharnadian illusionist, who loses his balance and falls.

< 973h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 You attempt to flee...
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
Fresh blood covers everything in the area.
The corpse of an elite guard is lying here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
Alarm bells sound, signalling an invasion!
You flee downward!

< 973h/1000H 137v/166V Pos: standing >
You draw a 9th circle of energy from your surroundings.

< 973h/1000H 157v/166V Pos: standing >
You currently have the following spell slots available:
  1st circle: 12 of 12
  2nd circle: 11 of 11
  3rd circle: 10 of 10
  4th circle:  9 of  9
  5th circle:  8 of  8
  6th circle:  7 of  7
  7th circle:  6 of  6
  8th circle:  6 of  6
  9th circle:  1 of  5   (  28 seconds)
 10th circle:  5 of  5
 11th circle:  4 of  4

< 974h/1000H 166v/166V Pos: standing >
The Ogre's Foot Inn
   A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it.  It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day.  A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work.  Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
A two-handed sword, nearly six feet in length, lies here.
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter here.
A Human (medium) stands here.
A tharnadian illusionist crouches in mid-air here.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
A beautiful black Arabian gelding stands here.
A regal and powerful looking six-legged vor stands here.
A magnificent white warhorse stands here quietly.
A sturdy looking mount is here, all saddled up and ready to ride.

< 974h/1000H 165v/166V Pos: standing >
The receptionist suddenly attacks YOU!
You snap into visibility.
The receptionist's crude punch wounds you.
[Damage:  1 ] As the receptionist strikes you, you smile as she tears her flesh!

< 964h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 You dodge a bash from an elite guard, who loses his balance and falls.
You dodge an elite guard's vicious attack.

< 964h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 You start chanting...

< 964h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 A tharnadian illusionist suddenly attacks YOU!
A tharnadian illusionist's fine punch strikes you.
[Damage:  1 ] As a tharnadian illusionist strikes you, you smile as he tears his flesh!

< 934h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 Casting: horrid wilting *

< 934h/1000H 165v/166V Pos: standing >
< T: Biagg TP: sta TC:few scratches E: receptionist sta EP: few scratches >
 You complete your spell...
A Human seems to be blinded!
[Damage: 245 ] You suck all the water from a Human.
A Human is dead! R.I.P.
You receive your share of experience.