< 4h/23H 112v/112V Pos: standing >
Saving Diedie.
< 4h/23H 112v/112V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -West# -Down
Fresh blood covers everything in the area.
[10] a small flask labeled 'Nitrogen' lies here
[2] a dark potion of withering lies here.
a potion of dispel magic lies here.
[5] A small bandage rests upon the ground here.
A spellbook lies here, discarded.
[3] 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 two-handed sword, nearly six feet in length, lies here.
[2] 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.
Premo (Human)(medium) 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.
The receptionist stands here behind the counter, waiting to help someone.
< 4h/23H 112v/112V 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 few drops of fresh blood are scattered around the area.
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.'
< 5h/23H 111v/112V 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
Fresh blood splatters cover the area.
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 woman is standing here, shopping about the town.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 5h/23H 110v/112V 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 few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
< 5h/23H 109v/112V 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
Fresh blood covers everything in the area.
< 5h/23H 108v/112V 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
Fresh blood covers everything in the area.
[2] The corpse of a militia guard is lying here.
< 5h/23H 107v/112V Pos: standing >
Alas, you cannot go that way. . . .
< 5h/23H 108v/112V Pos: standing >
The Northern Wall Road
The northern wall road leads of to the east and west. Two huge towers flank
either side of this barren wall, providing the militia additional lookouts.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.
A homeless peasant is here, looking lost and hungry.
< 5h/23H 107v/112V Pos: standing >
Road Beneath the Northern 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 western defense tower of the
Tharnadian northern gates. The road continues east to the city gates, and to
the west the road continues on.
Obvious exits: -North -East -West -Up
Fresh blood splatters cover the area.
Remdusenough (Human)(medium) stands here.
< 5h/23H 106v/112V Pos: standing >
Inside the Northern Gates
Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
[2] The corpse of an elite guard is lying here.
[2] The corpse of a stray dog is lying here.
The corpse of an elite guard is lying here.
< 5h/23H 106v/112V Pos: standing >
Outside the Northern Gates
Two huge ironbound gates mark the northern 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 east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
[4] The corpse of a Human is lying here.
[5] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A Kobold (small) La Resistance stands in mid-air here.
A Duergar (medium) La Resistance stands in mid-air here.
A Drow Elf (large) La Resistance stands in mid-air here. (casting)
An impenetrable globe of darkness floats near a Drow Elf's head.
An Orc (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near an Orc's head.
A vampire antipaladin is standing here, busy with his own matters.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
Eofjeof enters from the north.
< 5h/23H 105v/112V Pos: standing >
Ouch, that seriously hurt!
Eofjeof tries to drag the corpse of Sxtchat out of the room.
Eofjeof slowly fades out of existence.
< 4h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC:pretty hurt E: A Drow Elf sta EP: excellent >
A Drow Elf dodges your futile attack.
< 4h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC:pretty hurt E: A Drow Elf sta EP: excellent >
A Drow Elf stops invoking abruptly!
< 4h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC:pretty hurt E: A Drow Elf sta EP: excellent >
< 4h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC:pretty hurt E: A Drow Elf sta EP: excellent >
A vampire antipaladin sings a song so well you feel your pain and suffering ebbing away.
< 4h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC:pretty hurt E: A Drow Elf sta EP: excellent >
Someone completes his spell...
Someone utters the words 'wagg uizuguburuhl'
You vanish.
A Kobold slowly fades out of existence.
A Duergar slowly fades out of existence.
A Drow Elf slowly fades out of existence.
An Orc slowly fades out of existence.
a vampire antipaladin slowly fades out of existence.
A Drow Elf slowly fades out of existence.
< 4h/23H 105v/112V Pos: standing >
< T: someone TP: sta TC:pretty hurt E: someone sta EP: excellent >
An Orc snaps into visibility.
< 4h/23H 105v/112V Pos: standing >
< T: someone TP: sta TC:pretty hurt E: someone sta EP: excellent >
A faint hum can be heard from the holy flamberge of the efreeti carried by someone.
< 4h/23H 105v/112V Pos: standing >
< T: someone TP: sta TC:pretty hurt E: someone sta EP: excellent >
A Drow Elf snaps into visibility.
You snap into visibility.
A Drow Elf's crude punch strikes you.
You dodge a Drow Elf's vicious attack.
< 3h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC: awful E: A Drow Elf sta EP: excellent >
You miss a Drow Elf.
< 3h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC: awful E: A Drow Elf sta EP: excellent >
A faint hum can be heard from the orb of the sea carried by someone.
< 3h/23H 105v/112V Pos: standing >
< T: Diedie TP: sta TC: awful E: A Drow Elf sta EP: excellent >
You attempt to flee...
Inside the Northern Gates
Two huge ironbound gates guard the northern 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 Keats Road leads away
to the south 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 west and to the east.
Obvious exits: -North -South
Fresh blood covers everything in the area.
[2] The corpse of an elite guard is lying here.
[2] The corpse of a stray dog is lying here.
The corpse of an elite guard is lying here.
You flee southward!
< 3h/23H 80v/112V Pos: standing >
< 3h/23H 80v/112V Pos: standing >
Outside the Northern Gates
Two huge ironbound gates mark the northern 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 east and west for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A stone road
leads away to the south towards the city center.
Obvious exits: -North -South
Fresh blood splatters cover the area.
[3] The corpse of a Human is lying here.
[5] The corpse of an elite guard is lying here.
The corpse of a controller is lying here.
The guildhall of AnGEr Of The Honoured is here.
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A Drow Elf (large) La Resistance sits resting.
An impenetrable globe of darkness floats near a Drow Elf's head.
An Orc (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near an Orc's head.
< 3h/23H 80v/112V Pos: standing >
You're still spinning in circles from your last headbutt.
< 3h/23H 80v/112V Pos: standing >
The oaken staff of the woodlands's magical aura dims considerably while indoors.
An Orc's eyes dull as the oaken staff of the woodlands feeds on his lifeforce.
The magical aura around the oaken staff of the woodlands flares brightly once again.
A Drow Elf clambers to his feet.
< 3h/23H 81v/112V Pos: standing >
Ouch, that seriously hurt!
You feel your pulse begin to slow and you realize you are mortally wounded...
< -8h/23H 81v/112V Pos: on your ass >
Hint: Remember you can target any of your area damage spells. The targeted person will always be hit, also those standing close to him have a higher chance to be affected.
< -10h/23H 82v/112V Pos: on your ass >