<worn as a badge> a spiked dragonscale badge [58%]
<worn on head> golden crown of the frost giant kings (magic) [83%]
<worn on eyes> a dreadveil visor [poor] (magic)
<worn on face> the wailing face of a drow banshee (magic)[11h 38m 7s]
<worn around neck> the necklace of the icecrag royalty [superior] (magic) [82%]
<worn around neck> some kharma mind beads [superior] (magic)
<worn on body> the cloak of woven time (magic) (glowing) [60%]
<worn about body> Daganar's cloak of stealth (magic) (glowing) [61%]
<worn about waist> a zanthium belt (magic)
<worn on belt buckle>a soul sceptre [superior] (magic) (glowing)
<worn on arms> some sleeves bearing the seal of Verethorn [modified]
<worn around wrist> a shimmering pyrohydra scaled bracer (magic) (glowing)
<worn around wrist> a spiked dragonscale bracer
<worn on hands> the gloves of magic fingertips [superior] (magic)
<primary weapon> the fiery scepter of Xeanlor [superior] (magic)
<held> the bone wand of Ny'Neth [superior] (magic) (humming) [83%]
<worn on legs> some blue-tinted chainmail leggings
<worn on feet> a living breeze [89%]
A human alchemist who is close by to your south.
A human merchant who is close by to your west.
< 563h/622H 103v/131V Pos: standing >
The sun starts to set in the south.
< 564h/622H 119v/131V 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.
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)
< 565h/622H 129v/131V Pos: standing >
The Grand Tharnadian Way leads east.
You extend your sights eastward.
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
*A Dwarf (medium) - The Resistance stands in mid-air here.(Red Aura)
< 565h/622H 131v/131V Pos: standing >
The Grand Tharnadian Way leads east.
You extend your sights eastward.
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
< 566h/622H 131v/131V Pos: standing >
The Great Bazaar
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)
< 567h/622H 131v/131V Pos: standing >
You quickly scan the area.
A Dwarf who is not far off to your east.
A militia guard who is not far off to your east.
A militia guard who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
An old lady who is close by to your south.
A human merchant who is not far off to your west.
< 567h/622H 131v/131V 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
< 568h/622H 130v/131V 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 Dwarf (medium) - The Resistance stands in mid-air here.(Red Aura)
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 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.
< 568h/622H 129v/131V Pos: standing >
A Dwarf suddenly attacks YOU!
A Dwarf snaps into visibility.
A Dwarf's pierce grazes you.
[Damage: 1 ] A Dwarf suffers from contact with the aura about you.
[Damage: 1 ] A Dwarf is burned severely as he hits you!
Sorry, you aren't allowed to do that in combat.
< 564h/622H 129v/131V Pos: standing >
< T: a parrot TP: sta TC:few scratches E: A Dwarf sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 564h/622H 130v/131V Pos: standing >
< T: a parrot TP: sta TC:few scratches E: A Dwarf sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 564h/622H 130v/131V Pos: standing >
< T: a parrot TP: sta TC:few scratches E: A Dwarf sta EP: few scratches >
A militia guard watches the area, making sure the battle does not get out of hand.
Sorry, you aren't allowed to do that in combat.
< 564h/622H 130v/131V Pos: standing >
< T: a parrot TP: sta TC:few scratches E: A Dwarf sta EP: few scratches >
An elite guard evaluates the struggle, watching your battle tactics.
You attempt to flee...
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
You flee westward!
< 564h/622H 107v/131V 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.
< 564h/622H 110v/131V 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
A militia guard is posted here, keeping watch over the bazaar.(Gold Aura)
< 564h/622H 110v/131V 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
The corpse of a militia guard is lying here.
A human merchant from another town stands here, perusing Tharnadia.
< 564h/622H 111v/131V 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. The bazaar continues to the
north and east.
Obvious exits: -North -East
A wooden stall stands here, goods displayed upon its counter.
A peddler is here, selling her goods to people in the bazaar.(Gold Aura)
< 564h/622H 116v/131V Pos: standing >
A peddler tells you 'No magic in here!'.
< 565h/622H 129v/131V 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
The corpse of a militia guard is lying here.
< 566h/622H 130v/131V 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
< 566h/622H 129v/131V 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 young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
< 567h/622H 129v/131V 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 cat struts with its tail high in the air.
< 567h/622H 129v/131V 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
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A large two-handed sword has been left here.
[5] A small bandage rests upon the ground here.
A young cleric is standing here, smiling at you warmly.(Gold Aura)
A young man in leather armor seems to be patrolling the walls.
A commoner is standing here, minding his own business.
< 567h/622H 130v/131V Pos: standing >
Alas, you cannot go that way. . . .
< 567h/622H 130v/131V Pos: standing >
You don't have that spell memorized.
< 569h/622H 130v/131V Pos: standing >
You sit down and relax.
< 570h/622H 130v/131V Pos: sitting >
You have memorized the following spells:
(10th circle) 1 - imprisonment
2 - gate to ardgral
( 9th circle) 1 - mass invisibility
1 - detect illusion
2 - dream travel
1 - shadow spawn
( 8th circle) 1 - fly
2 - shadow shield
2 - vanish
( 7th circle) 1 - hammer
( 6th circle) 3 - stunning visions
4 - reflection
( 5th circle) 3 - illusionary wall
5 - shadow travel
( 4th circle) 3 - sleep
2 - insects
( 3rd circle) 4 - blindness
( 2nd circle) 1 - continual light
4 - dispel magic
1 - darkness
( 1st circle) 1 - minor creation
1 - detect magic
1 - phantom armor
And you are currently memorizing the following spells:
3 seconds: (11th) titan
5 seconds: ( 4th) insects
8 seconds: (10th) clone form
10 seconds: ( 4th) insects
13 seconds: ( 7th) hammer
16 seconds: ( 7th) hammer
18 seconds: ( 7th) hammer
20 seconds: ( 4th) insects
23 seconds: ( 7th) hammer
26 seconds: ( 7th) hammer
28 seconds: ( 4th) farsee
You can memorize 8 1st, 4 2nd and 6 3rd circle spell(s).
You continue your study.
< 570h/622H 130v/131V Pos: sitting >
You start meditating...
< 570h/622H 131v/131V Pos: sitting >
You have finished memorizing titan.
< 571h/622H 131v/131V Pos: sitting >
You have finished memorizing insects.
< 571h/622H 131v/131V Pos: sitting >
You have finished memorizing clone form.
< 572h/622H 131v/131V Pos: sitting >
You have finished memorizing insects.
< 573h/622H 131v/131V Pos: sitting >
You have finished memorizing hammer.
< 574h/622H 131v/131V Pos: sitting >
You have finished memorizing hammer.
< 574h/622H 131v/131V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.
< 575h/622H 131v/131V Pos: standing >
You start chanting...
< 576h/622H 131v/131V Pos: standing >
Casting: clone form *
< 576h/622H 131v/131V Pos: standing >
You complete your spell...
You blur and take on the form of a militia guard!
< 577h/622H 131v/131V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
< 578h/622H 130v/131V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A peasant farmer is here from his farmstead, probably on business.(Gold Aura)
A stray tomcat is darting after rodents, here.
A large wandering dog is here, growling at you.
< 578h/622H 129v/131V 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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 578h/622H 128v/131V Pos: standing >
You dodge a bash from a tharnadian thief-hunter, who loses his balance and falls.
A halo of white light descends upon a tharnadian thief-hunter burning your soul.
Sorry, you aren't allowed to do that in combat.
< 579h/622H 131v/131V Pos: standing >
< T: a militia guard TP: sta TC:few scratches E: thief kne EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 579h/622H 131v/131V Pos: standing >
< T: a militia guard TP: sta TC:few scratches E: thief kne EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 579h/622H 131v/131V Pos: standing >
< T: a militia guard TP: sta TC:few scratches E: thief kne EP: excellent >
You miss a tharnadian thief-hunter.
You miss a tharnadian thief-hunter.
< 579h/622H 131v/131V Pos: standing >
< T: a militia guard TP: sta TC:few scratches E: thief kne EP: excellent >
You attempt to flee...
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
You flee southward!
< 579h/622H 107v/131V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.
< 579h/622H 111v/131V Pos: standing >
Alas, you cannot go that way. . . .
< 579h/622H 113v/131V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A long steel sword is here in the dirt.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
< 579h/622H 118v/131V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 580h/622H 123v/131V Pos: standing >
A halo of white light descends upon a tharnadian thief-hunter burning your soul.
You are knocked to the ground by a tharnadian thief-hunter's mighty bash!
A tharnadian thief-hunter's fine punch strikes you.
[Damage: 2 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's weak punch grazes you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
This being a hometown, you receive fewer exps...
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's crude punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
< 547h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
You miss a tharnadian thief-hunter.
< 547h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
A militia guard assists a tharnadian thief-hunter heroically.
A militia guard suddenly attacks YOU!
A militia guard misses you.
< 547h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
A tharnadian thief-hunter's fine punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's impressive punch strikes you.
[Damage: 5 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
< 489h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
You score a CRITICAL HIT!!!!!
[Damage: 3 ] Your decent crush grazes a tharnadian thief-hunter.
Your spirit suffers from contact with a tharnadian thief-hunter's aura!
< 488h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
A militia guard misses you.
A militia guard misses you.
You duck under a militia guard's lame kick.
You miss a tharnadian thief-hunter.
< 488h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
The city's eastern gates lie to the south.
You extend your sights southward.
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
You sense a lifeform nearby.
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.
< 488h/622H 127v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: few scratches >
You clamber to your feet.
< 488h/622H 127v/131V Pos: standing >
< T: a militia guard TP: sta TC: small wounds E: thief sta EP: few scratches >
You dodge a tharnadian thief-hunter's vicious attack.
You dodge a tharnadian thief-hunter's vicious attack.
A tharnadian thief-hunter's punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
You attempt to flee...
An Eastern Gate Guard Tower
This is the top of one of the two towers that stand on either side of the
eastern gates to 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 militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
A militia archer is posted here, keeping watch of the gates below.(Gold Aura)
You flee upward!
< 478h/622H 98v/131V Pos: standing >
A steel ladder leads down to the eastern wall street.
You extend your sights downward.
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 478h/622H 122v/131V Pos: standing >
A steel ladder leads down to the eastern wall street.
You extend your sights downward.
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
A young man in leather armor seems to be patrolling the walls.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
< 478h/622H 131v/131V Pos: standing >
You have memorized the following spells:
(11th circle) 1 - titan
(10th circle) 1 - imprisonment
2 - gate to ardgral
( 9th circle) 1 - mass invisibility
1 - detect illusion
2 - dream travel
1 - shadow spawn
( 8th circle) 1 - fly
2 - shadow shield
2 - vanish
( 7th circle) 3 - hammer
( 6th circle) 3 - stunning visions
4 - reflection
( 5th circle) 3 - illusionary wall
5 - shadow travel
( 4th circle) 3 - sleep
4 - insects
( 3rd circle) 4 - blindness
( 2nd circle) 1 - continual light
4 - dispel magic
1 - darkness
( 1st circle) 1 - minor creation
1 - detect magic
1 - phantom armor
And you are currently memorizing the following spells:
2 seconds: ( 7th) hammer
4 seconds: ( 4th) insects
7 seconds: ( 7th) hammer
10 seconds: ( 7th) hammer
12 seconds: ( 4th) farsee
15 seconds: (10th) clone form
You can memorize 8 1st, 4 2nd and 6 3rd circle spell(s).
< 478h/622H 131v/131V Pos: standing >
A tharnadian thief-hunter enters from below.
< 478h/622H 131v/131V Pos: standing >
A militia guard appears to be Human and has some small wounds and bruises.
He's small in size.
He is in the front rank.
He seems to be moving much faster than normal..
He is glowing with malevolent power!
He is surrounded by burning flames!
< 478h/622H 131v/131V Pos: standing >
You are knocked to the ground by a tharnadian thief-hunter's mighty bash!
< 478h/622H 131v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: excellent >
A militia archer assists a tharnadian thief-hunter heroically.
A militia archer suddenly attacks YOU!
A militia archer misses you.
< 478h/622H 131v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: excellent >
A tharnadian thief-hunter enters from below.
< 478h/622H 131v/131V Pos: sitting >
< T: a militia guard TP: sit TC: small wounds E: thief sta EP: excellent >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer's weak punch grazes you.
The illusion surrounding you fades away!
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A militia archer's crude punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
You miss a tharnadian thief-hunter.
< 471h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: small wounds E: thief sta EP: excellent >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer's crude punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A militia archer's punch wounds you.
[Damage: 2 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A tharnadian thief-hunter suddenly attacks YOU!
A tharnadian thief-hunter's weak punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
< 451h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: excellent >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer's punch strikes you.
[Damage: 4 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A militia archer misses you.
< 433h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: excellent >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer misses you.
A militia archer misses you.
A tharnadian thief-hunter's decent punch strikes you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's crude punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's decent punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
< 400h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer misses you.
A militia archer's fine punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
< 391h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer's decent punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
You score a CRITICAL HIT!!!!!
[Damage: 5 ] Your fine crush grazes a tharnadian thief-hunter.
Your spirit suffers from contact with a tharnadian thief-hunter's aura!
< 383h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer starts casting a spell.
< 383h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer's crude punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
This being a hometown, you receive fewer exps...
[Damage: 1 ] A militia archer is burned severely as he hits you!
< 378h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer's weak punch grazes you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A militia guard enters from below.
A tharnadian thief-hunter's decent punch strikes you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's decent punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A militia archer misses you.
A militia archer misses you.
< 345h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer assists a militia archer heroically.
A militia archer suddenly attacks YOU!
A militia archer's crude punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
< 340h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer's fine punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A militia archer misses you.
You miss a tharnadian thief-hunter.
< 331h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer completes his spell...
A militia archer utters the word 'babratgtui'
A tharnadian thief-hunter's skin gains the texture and toughness of bark.
< 331h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer's crude punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
Sorry, you aren't allowed to do that in combat.
< 327h/622H 131v/131V Pos: sitting >
< T: Daeros TP: sit TC: few wounds E: thief sta EP: few scratches >
A militia archer misses you.
A militia archer's decent punch wounds you.
[Damage: 1 ] A militia archer suffers from contact with the aura about you.
[Damage: 1 ] A militia archer is burned severely as he hits you!
A tharnadian thief-hunter's fine punch strikes you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's punch wounds you.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
A tharnadian thief-hunter's kick hits you in your side.
[Damage: 1 ] A tharnadian thief-hunter suffers from contact with the aura about you.
[Damage: 1 ] A tharnadian thief-hunter is burned severely as he hits you!
You clamber to your feet.
< 292h/622H 131v/131V Pos: standing >
< T: Daeros TP: sta TC: nasty wounds E: thief sta EP: few scratches >
You attempt to flee...
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West# -Up
Militia forces muster to bolster the town's defenses against the invaders!!!
You flee downward!
< 292h/622H 103v/131V Pos: standing >
You start chanting...
< 292h/622H 116v/131V Pos: standing >
You complete your spell...
You completely vanish.
< 292h/622H 120v/131V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 292h/622H 125v/131V Pos: standing >
You start chanting...
You snap into visibility.
< 293h/622H 131v/131V Pos: standing >
< 293h/622H 131v/131V Pos: standing >
You complete your spell...
A swarm of insects appears from nowhere!
This only works for the group leader!
A swarm of insects appears from nowhere!
This only works for the group leader!
A swarm of insects appears from nowhere!
This only works for the group leader!
< 293h/622H 131v/131V Pos: standing >
A Dwarf enters from the south.
< 293h/622H 131v/131V Pos: standing >
A swarm of insects quickly fades into the thin air!
A swarm of insects disappears as quickly as it came!
A swarm of insects quickly fades into the thin air!
A swarm of insects disappears as quickly as it came!
A Dwarf leaves north.
< 294h/622H 131v/131V Pos: standing >
A swarm of insects quickly fades into the thin air!
A swarm of insects disappears as quickly as it came!
You don't have that spell memorized.
< 294h/622H 131v/131V Pos: standing >
A Dwarf enters from the north.
< 294h/622H 131v/131V Pos: standing >
Alas, you cannot go that way. . . .
< 295h/622H 131v/131V Pos: standing >
Out of nowhere, a Dwarf stabs you in the back.
YIKES! Another hit like that, and you've had it!!
[Damage: 28 ] A Dwarf suffers from contact with the aura about you.
[Damage: 6 ] A Dwarf is burned severely as he hits you!
Out of nowhere, a Dwarf stabs you in the back, RIP...
Your embroidered illithid-hide backsheath of constitution was completely destroyed by the massive blow!