< 4h/27H 114v/114V Pos: standing >
< 4h/27H 114v/114V Pos: standing >
Your Terminal mode is now: ANSI.
< 4h/27H 114v/114V Pos: standing >
Owner Artifact
Jov the sphere of wind
Rejath tendrils of shadowy mist
Nib the holy flamberge of the efreeti
Rex Sunblade, longsword of Justice
Bimli the mystic axe of the dragonkind
Tiu Doombringer, the sword of chaos
Nazz the rod of Dispator
Obeen the Living Necroplasm
Bardo a pair of pale, misty gloves
Znar the sword of fire and flame
Cerif Krindors Incredible Device
Kesk the globe of shadows
Kroth the Totem of Mastery
Nib the platemail of the DragonLord
Soldon a cloak of Elvenkind
Izeren the mace of light and darkness
Zijr the dagger of Wind
Squin Avernus the life stealer
Xzyo the blackened staff of Netheril
Alfons Tiamat's poison tail stinger
Iruzl Illesarus, the Sword of Sharpness
Zijr Lyrical Instrument of Time
Rolsek a mystical warhammer
Liels the holy mace of the efreeti
------Summary------
Goodies: 5
Evils: 19
Total: 24
< 4h/27H 114v/114V Pos: standing >
Owner Unique
Kesk the crown of Aramus
Znar the icecrown of the frost revenants
Mow a sword of the whirlwinds
Rex the terrifying visage of the great wraith Dranum
Aktosh the platemail of the Dragon Horde
Bryken the mace of the earth
Washu 'Einjar' the titan shield of purity
Vroth the orb of elemental fire
Thiomlp a bracelet of poisonous snake scales
Jov the oaken staff of the woodlands
Iruzl the cloak of the stalker
Jov the mask of wildmagic
Nil a wispy astral-twined mindstone ring
Liels a belt of iron solidarity
Noz a death ring of Tezcatlipoca
Noz a blood red sword named 'Death Rider'
Nicram the totem of Mox
Kesk the staff of blue flames
Majk the eyes of the mindflayer
Cebz the robe of Lost Souls
Rukkus a lightning rod composed of pure magic
Rolsek a pair of skin leggings with bleached skull kneepads
Bardo the instrument of lyrical mastery
Rex the wicked-looking scimitar of Demogorgon
Rex a large gold-rimmed church door
Javok the unholy avenger named 'Bloodlust'
Piltz a frost-covered braided necklace
Tiu an obsidian buckle named "Rage"
Nil the dark heart of Dreggan Wood
Thedaq the twisted spine and skull of the Lich Lord
Kroth some platinum linked sleeves of life
Orthyn the glittering cloak of the sprite queen, Faelarae
Org the granite dagger 'BloodFeast'
Squin Bahamut's mask of vigor
Aq the orb of the sea
Washu the stone mace 'Godsfury'
Ghi an umbilical cord from a pregnant duergar
Drok the holy avenger of Ambran
Noz a haze of swirling green vapor
Hudini Utgard-Loki's crystal ball
Pokfu a cold saber called 'icicle'
Squin the boots of inertia
Kesk a gilded Songbird charm
Laz Tsunami, the trident of storms
Imeth a swirling staff of air conjuration
Thal some platemail of colorless salamander scales
------Summary------
Goodies: 13
Evils: 33
Total: 46
< 4h/27H 114v/114V Pos: standing >
Owner Ioun
Soldon a dark purple ioun stone
Iruzl a bright purple ioun stone
Washu a bright green ioun stone
Kesk a LARGE green ioun stone
Org a mirrored ioun stone
Rolsek a LARGE blue ioun stone
Nib a dark yellow ioun stone
Javok a dark ioun stone
Pilt a BRIGHT blue ioun stone
------Summary------
Goodies: 2
Evils: 7
Total: 9
< 4h/27H 114v/114V Pos: standing >
Epic Zones -----------------------------------------
Heaven
The Twisting Tunnels of the Durian Underdark
*The Battlefield (pure evil)
*The Swamp Laboratory of Khul'Lor (slightly good)
*Clan Stoutdorf Settlement (very evil)
*Kobold Settlement (evil)
The High Moor Forest (slightly evil)
*The Stone Tomb of Kelek (extremely evil)
*Orrak (pure evil)
Pits of Cerberus (slightly evil)
Myrloch Vale (pure good)
Pharr Valley Swamp (slightly good)
*Village of Werrun (good)
Nizari (good)
The Dark Stone Tower of the Northern Realms (good)
*Tower of High Sorcery (very good)
Bloodstone Keep (slightly evil)
The Temple of the Sun (slightly good)
The Elemental Groves (extremely good)
Temple of Flames (slightly good)
Drustl's Yerdonia Enslaved (slightly evil)
The Obsidian Citadel (slightly evil)
The Ruins of Undermountain (slightly good)
The Mountain of the Banished (good)
Nakral's Crypt (very evil)
*The Outcasts Tower (good)
Fort Boyard (slightly evil)
Crystalspyre Mountains (slightly evil)
The Prisons of Carthapia (slightly good)
Faerie Realm (good)
The Ruins of Tharnadia's Old Quarter (slightly good)
The Fields Between (slightly good)
*The Githyanki Fortress (good)
*Labyrinth of No Return (good)
*The Desert City of Venan'Trut (good)
Rogue Plains (pure good)
*City of Torrhan (good)
*The Lair of the Swamp Troll King (slightly evil)
Zalkapfaan, City of the Headless Horde (good)
New Cave city (slightly good)
Ice Tower (slightly good)
Desolate Under Fire (slightly evil)
The Citadel (slightly good)
The Twin Keeps of Devastated Tharnadia (slightly good)
IceCrag Castle (slightly good)
Prison of Fort Boyard (good)
The Ancient Halls of Ironstar (slightly good)
*The Jade Empire (slightly good)
Mazzolin (slightly good)
Forest of Mir (very good)
*Quintaragon Castle (evil)
*The Sky City of Ultarium (slightly evil)
Lair of the Gibberling King (slightly evil)
Plane of Air (very good)
The Kingdom of Torg (slightly evil)
*Tribal Oasis (good)
The Para-Elemental Plane of Smoke (slightly good)
Plane of Water (slightly evil)
Shadamehr Keep (slightly good)
*The Temple to Skrentherlog (slightly evil)
Alatorin - the Forge City (evil)
The Trakkia Mountains (good)
The Ethereal Plane (slightly good)
The Caverns of Armageddon (good)
*The Forest City of Aravne (slightly evil)
*Plane of Fire (slightly evil)
*Ruined Temple of Tezcatlipoca (good)
*The Astral Plane (evil)
*Jotunheim (slightly good)
The Transparent Tower (slightly good)
*Krethik Keep (good)
Temple of the Earth (evil)
*Sea Kingdom (slightly evil)
Plane of Earth (slightly good)
Sevenoaks (slightly good)
The Keep of Evil (slightly good)
*The Forgotten Mansion (good)
Domain of Lost Souls (evil)
The Hall of Knighthood (slightly good)
The Depths of Duris (slightly good)
Arachdrathos Guilds (slightly evil)
Valley of the Snow Ogres (evil)
*The Great Shaboath (slightly good)
The Tempest Court (slightly evil)
*Pit of Dragons (very good)
Ny'Neth (evil)
Lost Temple of Tikitzopl (good)
The Scorched Valley (slightly evil)
The Realm of Barovia (slightly good)
The Royal Mausoleum of Castle IceCrag (slightly evil)
Plane of Fire, Brass (very evil)
Githzerai Stronghold (slightly good)
Ceothia (slightly evil)
Tiamat (very evil)
The Fortress of Dreams (slightly good)
Bahamut's Palace (slightly good)
Dragonnia (good)
The Charcoal Palace (slightly evil)
Vecna's Tomb (slightly evil)
*Ny'Neth's Stronghold (slightly good)
Apocalypse Castle (slightly evil)
The Realm of Barovia Continued (slightly good)
The Hall of the Ancients (good)
The Bronze Citadel (evil)
Ny'Neth's Stronghold Continued (evil)
Negative Material Plane (slightly evil)
Celestial Plane (slightly evil)
The 222nd Layer of the Abyss (evil)
Castle Ravenloft (evil)
* = already completed this boot.
< 4h/27H 114v/114V Pos: standing >
< 4h/27H 114v/114V Pos: standing >
Diedie has returned from the dead.
< 5h/27H 114v/114V Pos: standing >
< 5h/27H 114v/114V Pos: standing >
Diedie leaves down.
< 5h/27H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'
< 6h/27H 114v/114V Pos: standing >
Remdusenough leaves down.
< 6h/27H 114v/114V Pos: standing >
< 9h/27H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'
< 9h/27H 114v/114V Pos: standing >
Alarm bells sound, signalling an invasion!
< 9h/27H 114v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 10h/27H 114v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 10h/27H 114v/114V Pos: standing >
Alarm bells sound, signalling an invasion!
< 10h/27H 114v/114V Pos: standing >
Diedie has returned from the dead.
< 10h/27H 114v/114V Pos: standing >
Diedie leaves down.
< 10h/27H 114v/114V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 11h/27H 114v/114V Pos: standing >
< 12h/27H 114v/114V Pos: standing >
< 13h/27H 114v/114V Pos: standing >
< 13h/27H 114v/114V Pos: standing >
< 15h/27H 114v/114V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw zzur'
Premo leaves down.
< 15h/27H 114v/114V 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
Fresh blood covers everything in 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.'
Premo (Human)(medium) stands here.
< 15h/27H 113v/114V 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 covers everything in 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 large rat is scurrying about here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 15h/27H 112v/114V 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
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 15h/27H 111v/114V 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
Puddles of fresh blood cover the ground.
A woman is standing here, shopping about the town.
< 16h/27H 110v/114V Pos: standing >
The Northern Keats Intersection
This enclosed intersection is where the northern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
Puddles of fresh blood cover the ground.
[2] The corpse of a militia guard is lying here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the walls.
< 16h/27H 109v/114V Pos: standing >
Alas, you cannot go that way. . . .
< 16h/27H 110v/114V 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
Fresh blood covers everything in the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 16h/27H 109v/114V 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.
< 16h/27H 109v/114V 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
Fresh blood splatters cover the area.
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.
[4] A small bandage rests upon the ground here.
[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.
A tough looking mercenary is standing here, strutting proudly.
A homeless peasant is here, looking lost and hungry.
< 16h/27H 108v/114V Pos: standing >
Diedie enters from the south.
< 16h/27H 110v/114V Pos: standing >
Diedie leaves north.
< 16h/27H 110v/114V Pos: standing >
< 16h/27H 111v/114V Pos: standing >
< 17h/27H 111v/114V 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.
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.
Eofjeof (Human)(medium) is lying here.
< 17h/27H 111v/114V Pos: standing >
The High-Arched Foyer before The Hall of AnGEr Of The Honoured
An unnatural darkness fills this area.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
[4] The corpse of a Human is lying here.
The corpse of a swarm of insects is lying here.
[2] The corpse of a Human is lying here.
The corpse of a colossal djinn statue is lying here.
[5] The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
The corpse of a Human is lying here.
[2] The corpse of an elite guard is lying here.
[5] The corpse of a Human is lying here.
An Orc (medium) La Resistance stands in mid-air here. (casting)
An impenetrable globe of darkness floats near an Orc's head.
A Goblin (small) La Resistance stands in mid-air here, fighting the statue of an anubian soldier.
A Duergar (medium) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here.
A Kobold (tiny) La Resistance stands in mid-air here. (casting)
A Drow Elf (medium) La Resistance stands in mid-air here.
A Kobold (small) La Resistance sits resting.
A Drow Elf (large) La Resistance stands in mid-air here. (casting)
A Drow Elf (medium) La Resistance stands in mid-air here, fighting the statue of an anubian soldier.
An Ogre (huge) La Resistance stands in mid-air here, fighting the statue of an anubian soldier.
An Orc (medium) La Resistance stands in mid-air here.
A giant bronze statue stands in mid-air here, fighting someone.
The statue of an anubian soldier sits in mid-air here.
< 17h/27H 114v/114V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'garbzzsg wuggurz babragruoz'
A bolt of force sent by a Kobold hits the statue of an anubian soldier soundly.
A bolt of force sent by a Kobold hits the statue of an anubian soldier soundly.
A bolt of force sent by a Kobold hits the statue of an anubian soldier soundly.
< 17h/27H 114v/114V Pos: standing >
A Goblin's powerful pierce grazes the statue of an anubian soldier.
A Goblin ignites into black flames as he hits the statue of an anubian soldier!
The statue of an anubian soldier clambers to its feet.
A Goblin's decent pierce grazes the statue of an anubian soldier.
A Goblin ignites into black flames as he hits the statue of an anubian soldier!
A Goblin's pierce grazes the statue of an anubian soldier.
A Goblin ignites into black flames as he hits the statue of an anubian soldier!
A Goblin's pierce grazes the statue of an anubian soldier.
A Goblin ignites into black flames as he hits the statue of an anubian soldier!
A Goblin's pierce grazes the statue of an anubian soldier.
A Goblin ignites into black flames as he hits the statue of an anubian soldier!
< 17h/27H 114v/114V Pos: standing >
A Goblin sings so badly it makes you hurt all over.