The death of [ 1 Mercenary] Horace (Dwarf)

in The Road Leading From Tharnadia

from the perspective of [ 1 Mercenary] Horace (Dwarf)

<worn on head>       a bronze skull cap
<worn on body>       a suit of spiked leather armor
<worn about body>    a boar skin cloak
<worn on back>       a large leather backpack [65%]
<worn on arms>       a pair of studded leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      some thick leather gloves
<held>               a piece of rune covered granite
<worn on legs>       a pair of studded leather leggings
<worn on feet>       a pair of studded leather boots

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 
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter 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.
The receptionist stands here behind the counter, waiting to help someone.

< 23h/23H 106v/106V Pos: standing >
Pardon?

< 23h/23H 106v/106V 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.'

< 23h/23H 105v/106V Pos: standing >
The door seems to be closed.

< 23h/23H 105v/106V Pos: standing >
Ok.

< 23h/23H 105v/106V 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 swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A human merchant from another town stands here, perusing Tharnadia.
A tough looking mercenary is standing here, strutting proudly.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 23h/23H 105v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 105v/106V 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 stray tomcat is darting after rodents, here.

< 23h/23H 104v/106V Pos: standing >

< 23h/23H 104v/106V Pos: standing >
The door seems to be closed.

< 23h/23H 104v/106V 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

< 23h/23H 104v/106V 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 to an intersection north of
here, while a tight and murky alley leads off to the west.  Keats street heads
off to the south.
Obvious exits: -North -South -West 

< 23h/23H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 104v/106V Pos: standing >

< 23h/23H 105v/106V 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 north, while to the south it
intersects with the southern wall road.
Obvious exits: -North -South
(Q)A homeless child is here, scrounging around for some food.
A working-class whore is standing here, catwalking around.

< 23h/23H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 104v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 105v/106V Pos: standing >
The Southern Keats Intersection
   This enclosed intersection is where the southern wall road meets with Keats
street.  The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road.  The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds.  Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East  -South -Up   

< 23h/23H 105v/106V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
Inside the Southern City Gates
   Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the east and west.
Obvious exits: -East  -South# -West 
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.

< 23h/23H 104v/106V Pos: standing >
Road Under the Southern Tower
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  This portion of the
road is enclosed by a tower which rises overhead.  A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates.  To the north a large dwelling takes up most of the
street.  The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East  -West  -Up   

< 23h/23H 103v/106V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
west, while to the north it bends east.
Obvious exits: -North -West 
A devious looking cat burglar is standing here, ready to cut your throat out.

< 23h/23H 102v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 102v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 102v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 103v/106V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
east, while to the south it bends west.
Obvious exits: -East  -South

< 23h/23H 102v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 102v/106V Pos: standing >
The Southern Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road to the west
turns south, while to the east it bends north.
Obvious exits: -East  -South# -West 
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
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.

< 23h/23H 102v/106V Pos: standing >
A Bend in the Wall Road
   This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite.  The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick.  When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people.  The road continues
north and west.
Obvious exits: -North -West 
A tharnadian thief-hunter watches over the town streets intently.

< 23h/23H 101v/106V 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 southern defense tower of the
Tharnadian eastern gates.  The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up   
A crafting recipe lies here collecting dust.
A young man in leather armor seems to be patrolling the walls.

< 23h/23H 100v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 101v/106V 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 
[3] A small round shield has been dropped here.
A young man in leather armor seems to be patrolling the walls.
Xanchat (Gnome)(small) 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.

< 23h/23H 100v/106V Pos: standing >
The iron seems to be closed.

< 23h/23H 101v/106V Pos: standing >
The iron seems to be closed.

< 23h/23H 101v/106V Pos: standing >
Ok.

< 23h/23H 102v/106V 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 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.

< 23h/23H 101v/106V Pos: standing >
Outside the Eastern City Gates
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 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.

< 23h/23H 102v/106V Pos: standing >
Ok.

< 23h/23H 103v/106V 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 homeless peasant is here, looking lost and hungry.

< 23h/23H 101v/106V 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 
An odd little man, with a shaved head and an orange robe, hums something. (casting) 
A young man in leather armor seems to be patrolling outside the gates.

< 23h/23H 100v/106V 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 
A large rat is scurrying about here.

< 23h/23H 98v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 98v/106V 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

< 23h/23H 97v/106V 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 

< 23h/23H 95v/106V 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   

< 23h/23H 93v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 93v/106V 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 

< 23h/23H 91v/106V 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 

< 23h/23H 89v/106V 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 

< 23h/23H 87v/106V 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.

< 23h/23H 86v/106V Pos: standing >
 
  *****   
  *M+**^  
   ^@+++  
  *++*^*  
  ^****   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
Fresh blood covers everything in the area.
[2] The corpse of a Town Guardian is lying here.
A greyish stone wall is here to the east.
A greyish stone wall is here to the south.
A greyish stone wall is here to the north.
Shattered bits of ice are scattered about the area.
An elite highwayman sits in mid-air here, fighting someone.
An elite highwayman stands in mid-air here, fighting a Duergar.
An Orc (medium)  -=Denizens of Lloth=- stands in mid-air here.
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite highwayman.
A Drider (large)  -=Denizens of Lloth=- stands in mid-air here.
A Troll (large)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite highwayman.
A fire elemental is here blazing with heat! (minion) 
A fire elemental is here blazing with heat! (minion) 
A fire elemental is here blazing with heat! (minion) 
A Drow Elf (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Drow Elf (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Troll (large)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite highwayman.
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here.
An impenetrable globe of darkness floats near an Ogre's head.
A Duergar (medium)  -=Denizens of Lloth=- sits in mid-air here, fighting an elite highwayman.
A Duergar (medium) Diinkarazan -=Denizens of Lloth=- stands in mid-air here.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here.

< 23h/23H 86v/106V Pos: standing >
Oof! You bump into a greyish stone wall...

< 23h/23H 86v/106V Pos: standing >
Oof! You bump into a greyish stone wall...

< 23h/23H 87v/106V Pos: standing >
A Githyanki snaps into visibility.
An elite highwayman's punch grazes a Githyanki.
An elite highwayman suffers from contact with the aura about a Githyanki.
An elite highwayman's crude punch grazes a Githyanki.
An elite highwayman suffers from contact with the aura about a Githyanki.
An elite highwayman misses a Githyanki.
A Githyanki parries an elite highwayman's lunge at her.
A Drow Elf starts casting an offensive spell.

< 23h/23H 87v/106V Pos: standing >
Bahamut's mask of vigor glows for a second and drains the essence of an elite highwayman.
A Githyanki becomes revitalized!
A Duergar's impressive slash wounds an elite highwayman.
A Duergar's massive longsword dubbed 'Dusk and Dawn' calls upon the chill of night and heat of the sun.
A Duergar calls down a roaring flamestrike at an elite highwayman who starts to melt!
A Duergar points at an elite highwayman.
An elite highwayman is surrounded by the dancing outline of purplish flames!
An elite highwayman wails in agony as a Duergar's biting cold freezes his exposed skin!
An elite highwayman dodges a Duergar's attack.
A Duergar's slash wounds an elite highwayman.
A Duergar misses an elite highwayman.
A Githyanki snaps into visibility.
A Githyanki's fine slash hits an elite highwayman.
An elite highwayman is dead! R.I.P.
You feel the bloodlust in your heart as you hear the death cry of an elite highwayman.
A Drow Elf stops invoking abruptly!
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.

< 23h/23H 86v/106V 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 

< 23h/23H 85v/106V 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 

< 23h/23H 84v/106V 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 
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 23h/23H 82v/106V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'
Alas, you cannot go that way. . . .
Militia forces muster to bolster the town's defenses against the invaders!!!

< 23h/23H 83v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 23h/23H 83v/106V Pos: standing >
Alas, you cannot go that way. . . .
A Duergar enters from the east.
A Troll enters from the east.
Militia forces muster to bolster the town's defenses against the invaders!!!
A Drider skitters in from the east.
An Ogre enters from the east.
An Orc enters from the east.
An Orc's fine slash seriously wounds you.
OUCH!  That really did HURT!

< 16h/23H 83v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 You miss an Orc.
An Orc parries your futile lunge at him.
Sorry, you aren't allowed to do that in combat.
A Duergar suddenly attacks YOU!
A Duergar misses you.

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Duergar starts casting a spell.

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 Pardon?
A Troll leaves east.
A Drider leaves east.
An Ogre leaves east.

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the word 'zufhjz'

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 16h/23H 84v/106V Pos: standing >
< T: Horace TP: sta TC: few wounds E: An Orc sta EP: excellent >
 You attempt to flee...
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 
You flee eastward!

< 16h/23H 58v/106V 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 
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here.
A Drider (large)  -=Denizens of Lloth=- stands in mid-air here.
A Drow Elf (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Troll (large)  -=Denizens of Lloth=- stands in mid-air here.
A Drow Elf enters from the east.
A fire elemental enters from the east.
A fire elemental enters from the east.
A fire elemental enters from the east.
Alarm bells sound, signalling an invasion!

< 16h/23H 56v/106V 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 
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite guard. (Casting) 
An impenetrable globe of darkness floats near an Ogre's head.
An elite guard stands here, fighting an Ogre.

< 16h/23H 56v/106V Pos: standing >
 
  *****   
  *M+**^  
   ^@+++  
  *++*^*  
  ^****   
A Recently Rebuilt Stone Highway
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
The corpse of an elite highwayman is lying here.
[2] The corpse of a Town Guardian is lying here.
A greyish stone wall is here to the east.
A greyish stone wall is here to the south.
A greyish stone wall is here to the north.
Shattered bits of ice are scattered about the area.
An elite highwayman sits in mid-air here, fighting a Duergar.
A Troll (large)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite highwayman.
A Duergar (medium)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite highwayman.

< 16h/23H 55v/106V Pos: standing >
An elite highwayman's punch grazes a Duergar.
A Duergar dodges an elite highwayman's attack.
An elite highwayman's punch grazes a Duergar.
A Duergar's barbed mail of the battlerager king was damaged from the massive blow!
A Duergar parries an elite highwayman's lunge at him.

< 16h/23H 56v/106V Pos: standing >
Oof! You bump into a greyish stone wall...

< 16h/23H 56v/106V Pos: standing >
Oof! You bump into a greyish stone wall...

< 16h/23H 56v/106V Pos: standing >
Oof! You bump into a greyish stone wall...

< 16h/23H 57v/106V 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 
Shattered bits of ice are scattered about the area.
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here, fighting an elite guard.
An impenetrable globe of darkness floats near an Ogre's head.
An elite guard stands here, fighting an Ogre.

< 16h/23H 56v/106V 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 
An Ogre (huge)  -=Denizens of Lloth=- stands in mid-air here.
A Drider (large)  -=Denizens of Lloth=- stands in mid-air here.
A Drow Elf (medium)  -=Denizens of Lloth=- stands in mid-air here.
A Troll (large)  -=Denizens of Lloth=- stands in mid-air here.
Out of nowhere, a Troll stabs you in the back.