<worn as a badge> a royal badge of Arcium [poor] (illuminating)
<worn on head> the diamond crown of Winduin (glowing) [89%]
<worn on eyes> a magical spyglass
<worn in ear> an earring of the waves
<worn in ear> an earring of the black rose
<worn on face> a hallowed Cimmerian mask of Winduin (glowing)
<worn around neck> an unique crystal collar from Verspin
<worn around neck> a fragile flesh medallion from The Savannah of Broken Trusts [63%]
<worn on body> some ringmail stained with blood
<worn about body> a glowing sapphire cloak
<worn as quiver> an old leather quiver
<worn about waist> a black leather belt embossed with a silver cresent moon [poor]
<worn on arms> some gladiators vambraces
<worn around wrist> a band of pure negative energy (glowing)
<worn around wrist> a coiling serpent (illuminating)
<worn on hands> some legendary mithril claws from The Jade Empire
<worn on finger> a glowing black ring
<worn on finger> a jeweled stone ring
<primary weapon> a spike-knuckled razor sharp blade
<secondary weapon> an ivory handled dagger
<worn on legs> a pair of blued steel greaves
<worn on feet> a pair of crystal spurred boots of agility
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
< 339h/492H 309v/320V Pos: standing >
Alas, you cannot go that way. . . .
< 339h/492H 310v/320V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
< 339h/492H 310v/320V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 339h/492H 308v/320V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
< 339h/492H 307v/320V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
A tough looking warrior is scanning the landscape beyond the walls.
< 339h/492H 306v/320V Pos: standing >
A militia guard suddenly attacks YOU!
A militia guard misses you.
< 339h/492H 307v/320V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 339h/492H 307v/320V Pos: standing >
< T: Yzar TP: sta TC: few wounds E: guard sta EP: excellent >
You attempt to flee...
*******.
*M+**^*
^@+++M
*M+*^*.
M^******
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
You flee eastward!
< 339h/492H 296v/320V Pos: standing >
M^**^*.^^
*******.
*M@**^*
^+++++
*M+*^*.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 339h/492H 296v/320V Pos: standing >
Score information for Yzar
Level: 42 Race: Death Knight Class: Rogue / Assassin Sex: Male
Hit points: 339(492) Moves: 298(320)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 74 platinum 0 gold 0 silver 0 copper
Playing time: 5 days / 8 hours/ 23 minutes
Received data: 0.0997 MB this session.
Send data: 0.0014 MB this session.
Compression ratio: 81%
81%
Status: Standing.
Epic points(total): 116(1489)
Epic Bonus: Experience Bonus (1.46%)
Frags: +6.50 Deaths: 54
Disguised as: a rakshasa warrior (Excellent)
Detecting: Evil Life
Enchantments: Ultravision Farsee Aware Levitation
Bartender Quests Remaining: 6
Combat Pulse: 14 Spell Pulse: 1.50
Leaderboard Points: 1064
Active Spells:
--------------
curse of yzar (no expiration timer)
< 339h/492H 298v/320V Pos: standing >
The heat from the sun saps your life away!
< 330h/492H 299v/320V Pos: standing >
Ok, you'll try to move silently for a while.
< 330h/492H 301v/320V Pos: standing >
Score information for Yzar
Level: 42 Race: Death Knight Class: Rogue / Assassin Sex: Male
Hit points: 330(492) Moves: 309(320)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 74 platinum 0 gold 0 silver 0 copper
Playing time: 5 days / 8 hours/ 23 minutes
Received data: 0.1000 MB this session.
Send data: 0.0014 MB this session.
Compression ratio: 81%
81%
Status: Standing.
Epic points(total): 116(1489)
Epic Bonus: Experience Bonus (1.46%)
Frags: +6.50 Deaths: 54
Disguised as: a rakshasa warrior (Excellent)
Detecting: Evil Life
Enchantments: Ultravision Farsee Aware Levitation Sneaking
Bartender Quests Remaining: 6
Combat Pulse: 14 Spell Pulse: 1.50
Leaderboard Points: 1064
Active Spells:
--------------
curse of yzar (no expiration timer)
< 330h/492H 309v/320V Pos: standing >
Score information for Yzar
Level: 42 Race: Death Knight Class: Rogue / Assassin Sex: Male
Hit points: 330(492) Moves: 312(320)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 74 platinum 0 gold 0 silver 0 copper
Playing time: 5 days / 8 hours/ 23 minutes
Received data: 0.1001 MB this session.
Send data: 0.0014 MB this session.
Compression ratio: 81%
81%
Status: Standing.
Epic points(total): 116(1489)
Epic Bonus: Experience Bonus (1.46%)
Frags: +6.50 Deaths: 54
Disguised as: a rakshasa warrior (Excellent)
Detecting: Evil Life
Enchantments: Ultravision Farsee Aware Levitation Sneaking
Bartender Quests Remaining: 6
Combat Pulse: 14 Spell Pulse: 1.50
Leaderboard Points: 1064
Active Spells:
--------------
curse of yzar (no expiration timer)
< 330h/492H 312v/320V Pos: standing >
M^**^*.^
*******
*@+**^
^++++
*M+*^*
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 330h/492H 319v/320V 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#
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tharnadian thief-hunter watches over the town streets intently.
A tharnadian thief-hunter watches over the town streets intently.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
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.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 330h/492H 318v/320V Pos: standing >
Ok.
< 330h/492H 319v/320V 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 peasant farmer is here from his farmstead, probably on business.
A young man in leather armor seems to be patrolling the area.
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.
< 330h/492H 318v/320V 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
< 330h/492H 319v/320V Pos: standing >
I see no gates here.
< 331h/492H 319v/320V Pos: standing >
You quickly scan the area.
A peasant farmer who is close by to your north.
A militia guard who is close by to your north.
An elite guard who is close by to your north.
A tharnadian thief-hunter who is not far off to your north.
A tharnadian thief-hunter who is not far off to your north.
An elite guard who is not far off to your north.
A controller who is not far off to your north.
A tharnadian illusionist who is not far off to your north.
An elite guard who is not far off to your north.
An elite guard who is not far off to your north.
An elite guard who is not far off to your north.
A tharnadian thief-hunter who is close by to your east.
A militia guard who is close by to your east.
A street sweeper who is a brief walk away to your east.
A tharnadian thief-hunter who is rather far off to your east.
A militia guard who is in the distance to your east.
A militia guard who is close by to your west.
A militia guard who is close by above you.
A militia archer who is close by above you.
A militia archer who is close by above you.
< 332h/492H 319v/320V 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 tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the area.
< 333h/492H 318v/320V Pos: standing >
You quickly scan the area.
A street sweeper who is not far off to your east.
A human merchant who is not far off to your east.
A tharnadian thief-hunter who is a brief walk away to your east.
A militia guard who is rather far off to your east.
A militia guard who is not far off to your west.
< 334h/492H 318v/320V 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
< 335h/492H 318v/320V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A human merchant who is close by to your east.
A tharnadian thief-hunter who is not far off to your east.
A wild dog who is close by to your south.
A grounds keeper who is close by to your south.
A militia guard who is close by to your south.
A militia guard who is close by to your south.
A militia guard who is close by to your south.
A large rat who is not far off to your south.
A tharnadian thief-hunter who is not far off to your south.
A street sweeper who is not far off to your south.
A slutty whore who is in the distance to your south.
A street sweeper who is in the distance to your south.
A homeless child who is in the distance to your south.
A tharnadian thief-hunter who is close by to your west.
A militia guard who is close by to your west.
A militia guard who is a brief walk away to your west.
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.
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.
< 336h/492H 319v/320V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A hungry wild dog scavenges for food out on the Savannah.(Red Aura)
A grounds keeper is cleaning here, singing songs to Mielikki.
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 walls.
< 336h/492H 319v/320V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your south.
A large rat who is close by to your south.
A tharnadian thief-hunter who is close by to your south.
A street sweeper who is close by to your south.
A homeless child who is rather far off to your south.
Brinn who is close by to your west.
< 337h/492H 319v/320V Pos: standing >
A street sweeper enters from the south.
< 340h/492H 319v/320V Pos: standing >
Brinn's Weaponry
The walls of this shop are covered with weapons of all kinds, fastened down
with thick iron rings to display them openly to the customers. This
particular shop looks to have been around for quite some time, appearing quite
established, as the smells of oils used to preserve the weapons sits heavily
upon the air. There is a large counter against the north wall. The
doorway to the east leads back out to Keats street.
Obvious exits: -East
A small chunk of dark marble floats here. (humming)
A steel long sword has been left here.
The shop's weapon smith stands here, polishing his sword.
< 340h/492H 318v/320V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your east.
A wild dog who is close by to your east.
A grounds keeper who is close by to your east.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
< 341h/492H 318v/320V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason few of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A street sweeper is cleaning here, singing songs of labor.
A hungry wild dog scavenges for food out on the Savannah.(Red Aura)
A grounds keeper is cleaning here, singing songs to Mielikki.
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 walls.
< 342h/492H 318v/320V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East -South -West
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A tharnadian thief-hunter watches over the town streets intently.
< 342h/492H 317v/320V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your north.
A wild dog who is close by to your north.
A grounds keeper 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.
Kieta who is close by to your east.
A slutty whore 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 militia guard 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 young cleric who is rather far off to your west.
The doctor who is in the distance to your west.
< 342h/492H 318v/320V Pos: standing >
The sun hangs low on the southern sky.
A tharnadian thief-hunter leaves north.
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
A swirling rift shifts and howls here.
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 young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 343h/492H 319v/320V Pos: standing >
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
A large rat who is close by to your east.
Kieta who is not far off to your east.
A young cleric who is a brief walk away to your west.
< 345h/492H 319v/320V 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 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.'
< 345h/492H 318v/320V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
The Tharnadian Quartermaster who is close by to your north.
Jodnan who is not far off to your north.
An elite guard who is close by above you.
An elite guard who is close by above you.
The receptionist who is close by above you.
The mailman who is close by below you.
< 346h/492H 318v/320V Pos: standing >
A spiral oak staircase leads to the inn.
You extend your sights upward.
The Ogre's Foot Inn
A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it. It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day. A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work. Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
[2] A large two-handed sword has been left here.
An amber-colored metallic rod lies here.
[4] A small bandage rests upon the ground here.
[8] A large wooden torch has been discarded here.
[3] A stout cudgel carved from oak wood lies here.
[4] A warhammer with a sturdy-looking steel head lies here.
[4] A two-handed sword, nearly six feet in length, lies here.
[4] A steel dagger has been tossed aside here.
[4] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter 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.
< 347h/492H 320v/320V Pos: standing >
The Ogre's Foot Inn
A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it. It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day. A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work. Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
[2] A large two-handed sword has been left here.
An amber-colored metallic rod lies here.
[4] A small bandage rests upon the ground here.
[8] A large wooden torch has been discarded here.
[3] A stout cudgel carved from oak wood lies here.
[4] A warhammer with a sturdy-looking steel head lies here.
[4] A two-handed sword, nearly six feet in length, lies here.
[4] A steel dagger has been tossed aside here.
[4] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[4] A gnoby piece of wood, perhaps a small mace, lies here.
A large sign hangs from the front of the counter 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.
< 348h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
< 349h/492H 318v/320V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
The receptionist who is close by to your east.
Ithilin, the travelling bard. who is close by to your south.
< 349h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 351h/492H 319v/320V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is not far off to your east.
An elite guard who is not far off to your east.
Rhed, the elven ranger who is close by to your south.
< 351h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 352h/492H 318v/320V Pos: standing >
You quickly scan the area.
An energetic gnome who is close by to your north.
A tharnadian illusionist who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
The receptionist who is a brief walk away to your east.
< 352h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 354h/492H 318v/320V Pos: standing >
You quickly scan the area.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
The receptionist who is rather far off to your east.
Leodra, the pudgy gnome conjurer who is close by to your south.
< 354h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South
< 355h/492H 319v/320V Pos: standing >
You quickly scan the area.
A wild grey elf child who is close by to your north.
An energetic human child who is close by to your north.
A rambunctious halfling child who is close by to your north.
A tharnadian illusionist who is in the distance to your east.
An elite guard who is in the distance to your east.
An elite guard who is in the distance to your east.
The receptionist who is in the distance to your east.
A muscular human who is close by to your south.
< 355h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 357h/492H 318v/320V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is rather far off to your east.
An elite guard who is rather far off to your east.
An elite guard who is rather far off to your east.
The receptionist who is rather far off to your east.
Leodra, the pudgy gnome conjurer who is close by to your south.
< 357h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 358h/492H 318v/320V Pos: standing >
You quickly scan the area.
An energetic gnome who is close by to your north.
A tharnadian illusionist who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
An elite guard who is a brief walk away to your east.
The receptionist who is a brief walk away to your east.
< 358h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 359h/492H 319v/320V Pos: standing >
You quickly scan the area.
A tharnadian illusionist who is not far off to your east.
An elite guard who is not far off to your east.
An elite guard who is not far off to your east.
The receptionist who is not far off to your east.
Rhed, the elven ranger who is close by to your south.
< 360h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
< 360h/492H 318v/320V Pos: standing >
You quickly scan the area.
Zech, the dwarven warrior who is close by to your north.
A tharnadian illusionist who is close by to your east.
An elite guard who is close by to your east.
An elite guard who is close by to your east.
The receptionist who is close by to your east.
Ithilin, the travelling bard. who is close by to your south.
< 361h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down
< 362h/492H 319v/320V Pos: standing >
You quickly scan the area.
A Human who is close by to your north.
A wild horse who is not far off to your west.
< 363h/492H 319v/320V Pos: standing >
Looks like an exit.
You extend your sights northward.
Room #12
This room is not very big but it is well furnish. It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Human (medium) stands here (Newbie).
< 366h/492H 319v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 368h/492H 318v/320V Pos: standing >
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -South -West -Down
< 372h/492H 319v/320V Pos: standing >
Room #12
This room is not very big but it is well furnish. It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
A Human (medium) stands here (Newbie).
< 369h/487H 319v/320V Pos: standing >
This Human is in excellent condition.
He's medium in size.
< 369h/487H 319v/320V Pos: standing >
[Damage: 31 ] A Human makes a strange sound as you place a spike-knuckled razor sharp blade in his back.
[Damage: 15 ] A Human makes a strange sound as you place an ivory handled dagger in his back.
With a swift tug you wrench the weapon free, ramming it into a Human's spine!.
[Damage: 42 ] A Human makes a strange sound but is suddenly very silent as you place an ivory handled dagger in his back.
A Human is dead! R.I.P.
You receive your share of experience.