<floating about head>a dark yellow ioun stone[234h 12m 55s]
<worn as a badge> an ever-watching eye (glowing) (humming)
<worn on head> the winged crown of the demon thieves (magic)
<worn on eyes> the eyes of the High Forest (glowing)
<worn in ear> a dangling chain crucifix of health (glowing)
<worn in ear> a lightning earring [superior]
<worn on face> the mask of death of endurance
<worn around neck> a gory string of cyclops eyes of endurance (magic)
<worn around neck> a necklace of dangling bones and relics of damage (magic) (humming) [75%]
<worn on body> the platemail of the DragonLord (magic)[234h 12m 55s]
<worn about body> a long, flowing cape of hellfire (magic) (glowing)
<worn on back> a double-buckled Alatorin backpack
<worn as quiver> the frost giant's axe of damage (magic)
<worn about waist> the spiked circles of bloodletting (humming)
<worn on belt buckle>a small circular shield of blue flames
<attached to belt> an intricate hourglass running in reverse [superior] (invis) (magic)
<attached to belt> a glowing azure potion (magic) (glowing)
<worn on arms> the vambraces named "Ebb" (glowing)
<worn around wrist> the bracer of Uz's alliance of negativity [superior] made by Rukkus [70%]
<worn around wrist> the bracer of Uz's alliance of endurance
<worn on hands> a pair of hazy green gloves (magic) (glowing)
<worn on finger> Zorobabi's circular stone ring of agility
<worn on finger> Zorobabi's circular stone ring of health
<wielding twohanded> the holy flamberge of the efreeti (magic) (glowing)[234h 12m 55s]
<worn on legs> greaves of cracked bluestone of wisdom (glowing)
<worn on feet> the boots of inertia (magic) (glowing)[234h 12m 55s]
Puddles of fresh blood cover the ground.
A deer stands here, grazing on some grass.
A commoner is standing here, minding his own business.
A young man in leather armor seems to be patrolling 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.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1628h/1335H 180v/181V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A militia guard who is not far off to your north.
A homeless child who is a brief walk away to your south.
A street sweeper who is a brief walk away to your south.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A militia guard who is in the distance to your south.
A stray cat who is close by to your west.
A tharnadian thief-hunter who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
The town crier who is close by to your west.
A militia guard who is not far off to your west.
A militia guard who is not far off to your west.
A street sweeper who is not far off to your west.
A large rat who is a brief walk away to your west.
A militia guard who is a brief walk away to your west.
A Githzerai who is rather far off to your west.
A militia guard who is rather far off to your west.
A woman who is rather far off to your west.
A tharnadian thief-hunter who is in the distance to your west.
The doctor who is in the distance to your west.
< 1628h/1335H 180v/181V 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
Puddles of fresh blood cover the ground.
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 stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.(holy)(Gold Aura)
The Tharnadian Quartermaster stands here.(Gold Aura)
The town crier is standing here, eagerly awaiting to perform his duties.(Gold Aura)
< 1628h/1335H 180v/181V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
Fresh blood splatters cover 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.
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1627h/1335H 179v/181V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A shady looking youth is standing here, eyeing you with a devious glance.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1627h/1335H 178v/181V Pos: standing >
Bash who?
Alarm bells sound, signalling an invasion!
< 1627h/1335H 179v/181V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 1627h/1335H 180v/181V Pos: standing >
You quickly scan the area.
The auctioneer who is close by to your north.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A street sweeper who is close by to your east.
An orc shaman who is not far off to your east.
A stray cat who is not far off to your east.
A tharnadian thief-hunter who is not far off to your east.
The Tharnadian Quartermaster who is not far off to your east.
The town crier who is not far off to your east.
A deer who is a brief walk away to your east.
A commoner who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A militia guard who is a brief walk away to your east.
A female commoner who is close by to your south.
A working commoner who is close by to your south.
A militia guard who is close by to your west.
A woman who is close by to your west.
A tharnadian thief-hunter who is not far off to your west.
The doctor who is not far off to your west.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1627h/1335H 181v/181V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
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 woman is standing here, shopping about the town.
Alarm bells sound, signalling an invasion!
< 1627h/1335H 180v/181V Pos: standing >
Doctors Office
As this place is run by all of the towns clerics taking shifts, it is
purposely left non-denominational. A cabinet against the wall holds
various worthless herbs, used more as placebos than anything else.
Obvious exits: -East
Puddles of fresh blood cover the ground.
A tharnadian thief-hunter watches over the town streets intently.(holy)(Gold Aura)
The doctor on duty reads a current medical journal.(Gold Aura)
< 1627h/1335H 179v/181V Pos: standing >
Alas, you cannot go that way. . . .
Alarm bells sound, signalling an invasion!
< 1626h/1335H 181v/181V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
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 woman is standing here, shopping about the town.
Alarm bells sound, signalling an invasion!
< 1626h/1335H 180v/181V Pos: standing >
A Bend in the Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West
A few drops of fresh blood are scattered around the area.
Alarm bells sound, signalling an invasion!
< 1626h/1335H 179v/181V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A woman who is close by to your north.
A tough mercenary who is close by to your west.
A militia guard who is close by to your west.
A stray cat who is not far off to your west.
A stray dog who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
An elite guard who is a brief walk away to your west.
< 1626h/1335H 180v/181V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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. The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
Puddles of fresh blood cover the ground.
A tough looking mercenary is standing here, strutting proudly.
A young man in leather armor seems to be patrolling the area.
< 1626h/1335H 180v/181V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A stray tomcat is darting after rodents, here.
< 1626h/1335H 179v/181V Pos: standing >
An Arch Before the Keeps
A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps. The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south. No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute. The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A large wandering dog is here, growling at you.
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 tough looking warrior is scanning the landscape beyond the walls.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1626h/1335H 178v/181V Pos: standing >
Outside the Western Arch
A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way. No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates. A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps. The path leaves west.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
< 1625h/1335H 178v/181V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. The path continues up and east.
Obvious exits: -East -Up
Fresh blood covers everything in the area.
Alarm bells sound, signalling an invasion!
< 1625h/1335H 177v/181V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues west and down.
Obvious exits: -West -Down
Fresh blood covers everything in the area.
Alarm bells sound, signalling an invasion!
< 1625h/1335H 179v/181V Pos: standing >
Alas, you cannot go that way. . . .
< 1625h/1335H 179v/181V Pos: standing >
Alas, you cannot go that way. . . .
< 1625h/1335H 179v/181V Pos: standing >
< 1625h/1335H 179v/181V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east to the top
of a small drop.
Obvious exits: -East -Up
Fresh blood covers everything in the area.
< 1625h/1335H 177v/181V Pos: standing >
Alas, you cannot go that way. . . .
< 1625h/1335H 177v/181V Pos: standing >
You quickly scan the area.
You see nothing.
< 1624h/1335H 178v/181V Pos: standing >
A Steep Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
Puddles of fresh blood cover the ground.
A squirrel is wandering around here.(Gold Aura)
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1624h/1335H 179v/181V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -West -Down
Fresh blood covers everything in the area.
Alarm bells sound, signalling an invasion!
< 1624h/1335H 177v/181V Pos: standing >
Alas, you cannot go that way. . . .
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1624h/1335H 177v/181V Pos: standing >
Alas, you cannot go that way. . . .
Alarm bells sound, signalling an invasion!
< 1624h/1335H 178v/181V Pos: standing >
A Landing on the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues to the east and to the west.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
< 1624h/1335H 179v/181V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east and up
from here.
Obvious exits: -East -Up
Puddles of fresh blood cover the ground.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1624h/1335H 177v/181V Pos: standing >
You quickly scan the area.
A tharnadian thief-hunter who is a brief walk away above you.
< 1624h/1335H 177v/181V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
Puddles of fresh blood cover the ground.
A diminutive old man sits here, scribbling on some vellum.
< 1623h/1335H 179v/181V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues up and down from
here.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1623h/1335H 177v/181V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
Puddles of fresh blood cover the ground.
A tharnadian thief-hunter watches over the town streets intently.(holy)(Gold Aura)
< 1623h/1335H 175v/181V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -North -South -West -Down
Fresh blood covers everything in the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 1623h/1335H 174v/181V Pos: standing >
Outside the Gates of Caer Tannad
The prison keep, that is Caer Tannad, juts from the earth like a great
mountain before you. Its gates stand nearly two hundred feet tall and are
made out of solid admantite. Parapets encircle the keep's walls, large
scorpion ballista weapons poised ready to be used in defense of the
stronghold. To the north and south a stone wall angles upward to the full
height of the doors, ensuring that any who approach cannot quickly dash to the
side if hot oils are dropped from above. All in all, this fortress is looks
extremely formidable and well protected.
Obvious exits: -East -West
Fresh blood covers everything in the area.
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
A war-hardened warrior is scanning the landscape for trouble.(Gold Aura)
< 1623h/1335H 173v/181V Pos: standing >
You quickly scan the area.
You see nothing.
< 1623h/1335H 179v/181V Pos: standing >
Inside the Gates of Caer Tannad
Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall. A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked. A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed. A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1623h/1335H 179v/181V Pos: standing >
Alas, you cannot go that way. . . .
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1622h/1335H 179v/181V Pos: standing >
Alarm bells sound, signalling an invasion!
< 1622h/1335H 179v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A girth made of vorhide has been abandoned here.
A Tannadian rapier lies on the ground here. (magic)
A short sword was abandoned here.
Alarm bells sound, signalling an invasion!
< 1622h/1335H 178v/181V Pos: standing >
A Bend in the Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and west.
Obvious exits: -South -West
A grounds keeper is cleaning here, singing songs to Mielikki.(Gold Aura)
< 1622h/1335H 177v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north to a turn, while to the south the gates of Caer Tannad lock
out the world.
Obvious exits: -North -South
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A girth made of vorhide has been abandoned here.
A Tannadian rapier lies on the ground here. (magic)
A short sword was abandoned here.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1622h/1335H 180v/181V Pos: standing >
Inside the Gates of Caer Tannad
Two huge admantite gates guard the entrance to Caer Tannad here, standing
nearly two-hundred feet tall. A system of chains and pulleys are employed in
raising and lowering the great wooden timber which braces the door, keeping it
securely locked. A winch stands at either side of the doors, each one used to
swing a gargantuan door open or closed. A dismal hallway leads away north and
south, while the gateway exits out onto the mesa's top and the areas beyond.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
< 1622h/1335H 179v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north and south into the darkness.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A girth made of vorhide has been abandoned here.
A Tannadian rapier lies on the ground here. (magic)
A short sword was abandoned here.
Alarm bells sound, signalling an invasion!
< 1622h/1335H 178v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and west.
Obvious exits: -North -West
A few drops of fresh blood are scattered around the area.
Melmba the redeemed stands here, a faint holy aura radiating from deep within.(Gold Aura)
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
< 1621h/1335H 178v/181V Pos: standing >
You quickly scan the area.
A grounds keeper who is rather far off to your north.
< 1621h/1335H 179v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues east and west into the darkness.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
< 1621h/1335H 180v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues east
and west.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
Alarm bells sound, signalling an invasion!
< 1621h/1335H 179v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues east and west into the darkness.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
[3] A short sword was abandoned here.
[3] A Tannadian rapier lies on the ground here. (magic)
[3] A suit of spiked leather armor lies here.
A handful of coins lie here.
[3] Some leather leggings were left here.
[3] A pair of leather boots lies here.
[3] A girth made of vorhide has been abandoned here.
Alarm bells sound, signalling an invasion!
< 1621h/1335H 178v/181V Pos: standing >
A Bend in the Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and east.
Obvious exits: -North -East
A few drops of fresh blood are scattered around the area.
Alarm bells sound, signalling an invasion!
< 1621h/1335H 178v/181V Pos: standing >
Alas, you cannot go that way. . . .
< 1621h/1335H 179v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Lichen and mold has taken
root in some of the mortice, giving the air an acrid smell that causes your
nose to crinkle. The hallway is devoid of light, lending this prison keep a
tomblike feel. No windows pierce the walls and no torches line the walls,
just the smooth cold grey stones that make up the place. >From deeper within
the structure you can hear the wails of prisoners as they live out their
punishments, hell on duris before they reach the flames of the afterlife. Up
above, the chittering of nocturnal creatures echo off the stone as they
navigate the dark halls of the prison scavaging for vermin. The hallway
continues north and south into the darkness.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
< 1621h/1335H 180v/181V Pos: standing >
A Dark Hallway
Large granite stones make up the high walls on either side of you, rising
nearly two-hundred and thirty feet into darkness. Up above, the chittering of
nocturnal creatures echo off the stone as they navigate the dark halls of the
prison scavaging for vermin. No windows pierce the walls and no torches line
the walls, just the smooth cold grey stones that make up the place. The
hallway is devoid of light, lending this prison keep a tomblike feel. Lichen
and mold has taken root in some of the mortice, giving the air an acrid smell
that causes your nose to crinkle. From deeper within the structure you can
hear the wails of prisoners as they live out their punishments, hell on duris
before they reach the flames of the afterlife. The hallway continues north
and south, while a steel ladder leads up the west wall to the level above.
Obvious exits: -North -South -Up
A few drops of fresh blood are scattered around the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1620h/1335H 179v/181V Pos: standing >
You quickly scan the area.
You see nothing.
< 1620h/1335H 180v/181V Pos: standing >
Up a Steel Ladder
Moored to the granite, this steel ladder steadily scales the wall. Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder. Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb. Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner. Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up -Down
Puddles of fresh blood cover the ground.
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1620h/1335H 180v/181V Pos: standing >
On a Steel Ladder
Moored to the granite, this steel ladder steadily scales the wall. Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder. Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb. Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner. Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1620h/1335H 179v/181V Pos: standing >
Down a Steel Ladder
Moored to the granite, this steel ladder steadily scales the wall. Its
round rungs are mounted into two flat strips of steel that make up the sides
of the ladder. Occasionally, one of the rungs spins in its place, making
this a potentially dangerous climb. Around you the sounds of dripping water
and the eerie chittering of noctural animals makes you want to be off the
ladder all the sooner. Despite the comfort of knowing that this dismal place
keeps most people safe at night, you can't shake the feeling that perhaps its
not as safe in here as it is out there.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
< 1620h/1335H 178v/181V Pos: standing >
The Parapets of Caer Tannad
The guard's walkway is flanked by by two low walls, four foot stones spaced
out so that an archer can fire then pull back safely to reload. The floor is
composed of tightly fitted sarsen cobblestones, lain upon the granite that
makes up most of the keep. The air up here is cool and slightly faster than
on the ground, with the vague smell of salt water brought up from the harbor
to the west. You can see most of the province from this height, the wilds to
the north and south, Timeless Sea to the west, and the small rooftops that
are the whole of Tharnadia down to the east. Overhead a stone bridge spans
gap between the two keeps, connecting their third floors from between the
towers that make up the elder's chambers. A steel ladder descends to the
dungeons below, while the walk continues to the north and south. A stone
walkway leads east into the innerkeep.
Obvious exits: -North -East -South -Down
Fresh blood covers everything in the area.
[95] A glowing quill rests upon the ghastly ground here. (glowing)
[191] A spellbook rests upon the gloomy ground here.
Alarm bells sound, signalling an invasion!
< 1620h/1335H 178v/181V Pos: standing >
Alas, you cannot go that way. . . .
< 1620h/1335H 181v/181V Pos: standing >
A Walkway to the Inner Keep
This path enters from the guard's walk to the west, continuing east between
the two main towers of Caer Tannad into the innerkeep. A large stone archway
opens up in the granite of the stronghold, filled by the wooden form of an oak
door. Overhead, you can see the underside of the Great Spanning Bridge, that
connects the twin keeps and the mesas upon which they stand. The air here is
calmer then on the parapet, but still chill enough to allow you to see your
breathe before your face. The path continues east and west.
Obvious exits: -East# -West
A few drops of fresh blood are scattered around the area.
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1619h/1335H 180v/181V Pos: standing >
The wooden seems to be closed.
< 1619h/1335H 180v/181V Pos: standing >
The wooden seems to be closed.
< 1619h/1335H 180v/181V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1619h/1335H 181v/181V Pos: standing >
Alarm bells sound, signalling an invasion!
< 1619h/1335H 181v/181V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1619h/1335H 181v/181V Pos: standing >
Ok.
< 1619h/1335H 181v/181V Pos: standing >
The Second Floor Hallway
Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors. The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship. A stairwell leads up
to the east, climbing to the third and final level of the keep, while a walk
leads to the parapets to the west. The hallway continues to the north and to
the south.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 1619h/1335H 180v/181V Pos: standing >
You quickly scan the area.
A grounds keeper who is close by to your east.
< 1618h/1335H 180v/181V Pos: standing >
You quickly scan the area.
A grounds keeper who is close by to your east.
< 1618h/1335H 180v/181V Pos: standing >
Alarm bells sound, signalling an invasion!
< 1618h/1335H 180v/181V Pos: standing >
The Second Floor Hallway
A stained glass window is set in the wall to the north painting the
hallway's expanse a plethora of colors. Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system. Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor. The hallway continues to the south, while a stairway
west leads up into the tower of the cleric. A small room adjoins this hall to
the east of here.
Obvious exits: -East# -South -West
A few drops of fresh blood are scattered around the area.
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A Tannadian rapier lies on the ground here. (magic)
A short sword was abandoned here.
An intricate stained glass window is set in the north wall.
< 1618h/1335H 179v/181V Pos: standing >
The Second Floor Hallway
Immaculately well kept, this hallway has beautiful tapestries hanging on
its walls, and a long vermillion carpet which covers the length of the floor.
Stain glass windows open up at both ends of the hallway, painting its expanse
a plethora of colors. The ceiling overhead comes to a slight dome, the stones
locked in place by gravity and excellent craftsmanship. A stairwell leads up
to the east, climbing to the third and final level of the keep, while a walk
leads to the parapets to the west. The hallway continues to the north and to
the south.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1618h/1335H 179v/181V Pos: standing >
The Second Floor Hallway
A stained glass window is set in the wall to the north painting the
hallway's expanse a plethora of colors. Overhead, the ceiling's architects
took to make it dome at its center, the stones held in place by gravity and a
dwarven tongue and groove system. Beautiful tapestries cascade down the
walls of this pristinely kept hall, and a long vermillion carpet which covers
the length of the floor. The hallway continues to the south, while a stairway
west leads up into the tower of the cleric. A small room adjoins this hall to
the east of here.
Obvious exits: -East# -South -West
A few drops of fresh blood are scattered around the area.
A suit of spiked leather armor lies here.
Some leather leggings were left here.
A pair of leather boots lies here.
A Tannadian rapier lies on the ground here. (magic)
A short sword was abandoned here.
An intricate stained glass window is set in the north wall.
< 1618h/1335H 180v/181V Pos: standing >
Ok.
< 1617h/1335H 180v/181V Pos: standing >
A Guest Chamber
This chamber is reserved for visiting dignitaries from far off kingdoms.
It is warmly decorated, and comfortable, but one can't help noticing how the
room portrays a sense of wealth and superiority. This, quite possibly, to
lure the guest into believing that Tharnadia would want for nothing of them
and any treaties signed would be on common ground. A large bed filled with
the swan feathers, takes up the most of the room, while various furnitures
serve both elegant and functional purposes. The hallway lies out to the west.
Obvious exits: -West
Puddles of fresh blood cover the ground.
A few coins lie scattered here.
*A Githzerai (medium) Legionary of The Empire stands in mid-air here.(Gold Aura)
A sleepy citizen is trying to fall asleep within these chambers.(Red Aura)
Militia forces muster to bolster the town's defenses against the invaders!!!
< 1617h/1335H 179v/181V Pos: standing >
You snap into visibility.
You feel unholy power coursing through your limbs!
A Githzerai snaps into visibility.
[Damage: 1 ] The globe around your body flares as it bears the brunt of a Githzerai's assault!
Your bash knocks a Githzerai to the ground!
< 1618h/1335H 179v/181V Pos: standing >
< T: Nib TP: sta TC:excellent E: A Githzerai sit EP: awful >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
You snap into visibility.
A Githzerai snaps into visibility.
[Damage: 21 ] -=[Your impressive slash critically injures a Githzerai.]=-
A Githzerai is incapacitated and will slowly die, if not aided.
The globe around your body flares as it bears the brunt of a Githzerai's assault!
[Damage: 28 ] Your final slash sends a Githzerai's head bouncing along the ground.
A Githzerai's pair of soiled leather breeches was completely destroyed by the massive blow!
A Githzerai is dead! R.I.P.
You receive your share of experience.