<worn as a badge> a sailor's tattoo (glowing)
<worn on head> a brutal copper cap
<worn in ear> a large golden hoop earring [superior]
<worn in ear> a sinister emerald earring from Ceothia
<worn on face> a leather bag with two little eye holes
<worn around neck> a polished amethyst amulet
<worn on body> the ultrathin robes of probability (glowing)
<worn about waist> a belt of thick cured leather
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<held as shield> a skin-wrapped electrum tower shield from Zalkapfaan, City of the Headless Horde
<worn around wrist> an exquisite dragonscale wristguard from Zalkapfaan, City of the Headless Horde
<worn around wrist> a soldier's platinum wristguard from Zalkapfaan, City of the Headless Horde
<worn on hands> some hardened flesh gauntlets
<worn on finger> a glowing faerie ring
<primary weapon> a large spiked club
<worn on legs> some patched emerald leg plates
<worn on feet> some dark dragonscale shoes from The Transparent Tower
< 169h/169H 111v/111V Pos: standing >
Character attributes for Drunen
Level: 21 Race: Gnome Class: Conjurer
Age: 95 yrs / 13 mths Height: 41 inches Weight: 55 lbs Size: small
Actual (Base) Actual (Base)
Str: 71 ( 83) Pow: 85 ( 80)
Dex: 99 ( 86) Int: 133 (102)
Agi: 106 ( 88) Wis: 91 ( 95)
Con: 79 ( 87) Cha: 87 ( 91) Luc: 80 ( 80)
Equipped Items: 20 Carried weight: 122
Armor Points: -246 Reduces melee damage taken by 24.6%
Melee Critical Percentage(int): 14%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: average Damroll: better than average
Alignment: extremely good
Saving Throws: PAR[average] FEA[slightly below average]
BRE[slightly below average] SPE[above average]
Load carried: Very Heavy
Character attributes for Drunen
Level: 21 Race: Gnome Class: Conjurer
Age: 95 yrs / 13 mths Height: 41 inches Weight: 55 lbs Size: small
Actual (Base) Actual (Base)
Str: 71 ( 83) Pow: 85 ( 80)
Dex: 99 ( 86) Int: 133 (102)
Agi: 106 ( 88) Wis: 91 ( 95)
Con: 79 ( 87) Cha: 87 ( 91) Luc: 80 ( 80)
Equipped Items: 20 Carried weight: 122
Armor Points: -246 Reduces melee damage taken by 24.6%
Melee Critical Percentage(int): 14%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 12%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 100%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: average Damroll: better than average
Alignment: extremely good
Saving Throws: PAR[average] FEA[slightly below average]
BRE[slightly below average] SPE[above average]
Load carried: Very Heavy
< 169h/169H 111v/111V Pos: standing >
You are carrying: (11/11)
a wooden shield
a pair of blacksteel boots
some leather leggings
some spiked leather armor bearing the insignia of Tharnadia [poor]
a leather jacket [poor]
a tightly rolled vellum recipe for a crudely made longbow
a large leather backpack
a mystical serpent runed grimoire [poor]
[3] a spellbook
< 169h/169H 111v/111V Pos: standing >
You feel invigorated as the spirits of Zalkapfaan, City of the Headless Horde bless you.
< 169h/169H 111v/111V Pos: standing >
The Southern Wall Road
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. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues west,
while to the east it turns north.
Obvious exits: -East -West
< 174h/174H 110v/111V Pos: standing >
You sit down and relax.
< 174h/174H 110v/111V Pos: sitting >
You are not using it.
< 174h/174H 110v/111V Pos: sitting >
a large leather backpack does not contain the grimoire.
< 174h/174H 110v/111V Pos: sitting >
You can't carry any more.
< 174h/174H 111v/111V Pos: sitting >
You have memorized the following spells:
( 5th circle) 1 - conjure elemental
( 4th circle) 5 - lightning bolt
( 3rd circle) 6 - shocking grasp
( 2nd circle) 3 - burning hands
4 - chill touch
( 1st circle) 3 - minor creation
5 - magic missile
You can memorize no more spells.
< 174h/174H 111v/111V Pos: sitting >
You start meditating...
< 174h/174H 111v/111V Pos: sitting >
You stop meditating.
You clamber to your feet.
< 174h/174H 111v/111V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues both
to the north and to the west.
Obvious exits: -North -West
< 174h/174H 110v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 174h/174H 110v/111V Pos: standing >
The Southern Wall Road
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. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues both
north and south, to two different turns in the street. An adobe and wood
building stands proudly to the west.
Obvious exits: -North -South -West#
A young man in leather armor seems to be patrolling the area.
< 174h/174H 109v/111V Pos: standing >
A Bend in the Road Wall
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues both
south and east, while to the north a commoners dwelling sags in its place.
Obvious exits: -North# -East -South
A young man in leather armor seems to be patrolling the walls.
< 174h/174H 108v/111V Pos: standing >
The wooden seems to be closed.
< 174h/174H 110v/111V Pos: standing >
The Southern Wall Road
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. A moderately sized road runs along the inner edge of the high city
walls here, paved with large flat slabs of granite. The road continues east
and west, to two different bends in the street.
Obvious exits: -East -West
< 174h/174H 109v/111V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
west, while to the north it intersects with Keats street.
Obvious exits: -North -West
A street sweeper is cleaning here, singing songs of labor.(Gold Aura)
< 174h/174H 109v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 174h/174H 110v/111V Pos: standing >
The Southern Keats Intersection
This enclosed intersection is where the southern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the southern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the western end of the southern gates.
Obvious exits: -North -East -South -Up
< 174h/174H 110v/111V Pos: standing >
Inside the Southern City Gates
Two huge ironbound gates guard the southern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Southern Wall leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the east and west.
Obvious exits: -East -South# -West
A woman is standing here, shopping about the town.
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.
< 174h/174H 109v/111V Pos: standing >
Road Under the Southern Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the eastern defense tower of the
Tharnadian southern gates. To the north a large dwelling takes up most of the
street. The road continues east, while the city gates lie to the west.
Obvious exits: -North# -East -West -Up
A tharnadian thief-hunter watches over the town streets intently.(Gold Aura)
A stray tomcat is darting after rodents, here.
< 174h/174H 109v/111V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
west, while to the north it bends east.
Obvious exits: -North -West
< 174h/174H 109v/111V Pos: standing >
The first hint of daylight can be seen on the northern horizon.
Alas, you cannot go that way. . . .
< 174h/174H 110v/111V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the south it bends west.
Obvious exits: -East -South
< 174h/174H 110v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 174h/174H 110v/111V Pos: standing >
The Southern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road to the west
turns south, while to the east it bends north.
Obvious exits: -East -South# -West
A large wandering dog is here, growling at you.
< 174h/174H 109v/111V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
north and west.
Obvious exits: -North -West
< 174h/174H 108v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 174h/174H 109v/111V Pos: standing >
Road beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the southern defense tower of the
Tharnadian eastern gates. The road continues north to the city gates, while
to the south the road turns west.
Obvious exits: -North -South -Up
A huge block of solid ice is here to the north.
An odd little man, with a shaved head and an orange robe, hums something.(Gold Aura)
< 174h/174H 109v/111V Pos: standing >
Oof! You bump into a wall of ice...
You shiver from the freezing cold of the ice!
< 154h/174H 110v/111V Pos: standing >
You quickly scan the area.
An orog shadowpriest who is close by to your north.
A water elemental who is close by to your north.
A fire elemental who is close by to your north.
A water elemental who is close by to your north.
A stray dog who is not far off to your north.
A militia guard who is a brief walk away to your north.
A militia archer who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 154h/174H 111v/111V Pos: standing >
A wall of ice crumbles to dust and blows away.
< 154h/174H 111v/111V Pos: standing >
Pardon?
< 154h/174H 111v/111V 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.
An unnatural darkness fills this area.
Obvious exits: -North -East# -South -West
A few drops of fresh blood are scattered around the area.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of a militia guard is lying here.
Shattered bits of ice are scattered about the area.
Walking proudly among the Vistani, this overseer directs his men. (minion) (Red Aura)
An Orc (medium) La Resistance stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Orc's head.
You sense a lifeform nearby.
An orog shadowpriest prays for glory on the battlefield. (minion)
A water elemental is here, flowing like a living current. (minion)
A fire elemental is here blazing with heat! (minion)
A water elemental is here, flowing like a living current. (minion)
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.
An unnatural darkness fills this area.
Obvious exits: -North -East# -South -West
A few drops of fresh blood are scattered around the area.
[3] The corpse of an elite guard is lying here.
The corpse of A tharnadian illusionist is lying here.
[2] The corpse of a militia guard is lying here.
Shattered bits of ice are scattered about the area.
Walking proudly among the Vistani, this overseer directs his men. (minion) (Red Aura)
An Orc (medium) La Resistance stands in mid-air here.(Red Aura)
An impenetrable globe of darkness floats near an Orc's head.
An Orc sneaks south.
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!
A water elemental leaves south.
A fire elemental leaves south.
A water elemental leaves south.
An orog shadowpriest leaves south.
A camp overseer leaves south.
An Orc sneaks in from the south.
Alarm bells sound, signalling an invasion!
A water elemental enters from the south.
A fire elemental enters from the south.
A water elemental enters from the south.
An orog shadowpriest enters from the south.
A camp overseer enters from the south.
You sense a lifeform nearby.
An orog shadowpriest prays for glory on the battlefield. (minion)
A water elemental is here, flowing like a living current. (minion)
A fire elemental is here blazing with heat! (minion)
A water elemental is here, flowing like a living current. (minion)
An Orc gives an order to his followers.
You are knocked to the ground by a camp overseer's mighty bash!
You dodge a bash from an orog shadowpriest, who loses her balance and falls.
You dodge a bash from a water elemental, who loses its balance and falls.
You dodge a bash from a fire elemental, who loses its balance and falls.
You dodge a bash from a water elemental, who loses its balance and falls.
< 153h/174H 110v/111V Pos: sitting >
< T: Drunen TP: sit TC: small wounds E: camp sta EP: excellent >
You miss a camp overseer.
< 153h/174H 110v/111V Pos: sitting >
< T: Drunen TP: sit TC: small wounds E: camp sta EP: excellent >
A camp overseer's decent punch strikes you.
A camp overseer's fine punch strikes you hard.
A camp overseer's decent punch strikes you.
A camp overseer's impressive punch seriously wounds you.
OUCH! That really did HURT!
A camp overseer's punch seriously wounds you.
OUCH! That really did HURT!
A camp overseer's fine punch seriously wounds you.
A camp overseer's impressive punch enshrouds you in a mist of blood.
OUCH! That really did HURT!
A camp overseer's fine punch enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
< 19h/174H 110v/111V Pos: sitting >
< T: Drunen TP: sit TC: awful E: camp sta EP: excellent >
You miss a camp overseer.
< 19h/174H 110v/111V Pos: sitting >
< T: Drunen TP: sit TC: awful E: camp sta EP: excellent >
A camp overseer's impressive punch critically injures you.
You watch as the world spins around your gruesomely cut body.
You feel your strength wane, leaving you for the carrion crawlers to
devour.
< -3h/174H 110v/111V Pos: sitting >
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -3h/174H 110v/111V Pos: sitting >
< -3h/174H 110v/111V Pos: on your ass >