<worn on face> the wailing face of a drow banshee[101h 46m 40s]
<held> a spellbook
<held> a glowing quill (glowing)
It is in the front rank.
Through your advanced training, you glean they are a level 34 Warrior.
A lava para-elemental misses the Tharnadian Quartermaster.
A lava para-elemental misses the Tharnadian Quartermaster.
You start chanting...
Casting: stone skin
You complete your spell...
A lava para-elemental's skin seems to turn to stone.
The Tharnadian Quartermaster misses a lava para-elemental.
A lava para-elemental dodges the Tharnadian Quartermaster's attack.
A lava para-elemental dodges the Tharnadian Quartermaster's attack.
A lava para-elemental misses the Tharnadian Quartermaster.
You start chanting...
Casting: fireball
You complete your spell...
A lava para-elemental absorbs your spell!
The Tharnadian Quartermaster dodges a lava para-elemental's attack.
[Damage: 13 ] A lava para-elemental's fine crush strikes the Tharnadian Quartermaster.
A lava para-elemental dodges the Tharnadian Quartermaster's attack.
The Tharnadian Quartermaster's feeble punch grazes a lava para-elemental.
You start chanting...
A lava para-elemental misses the Tharnadian Quartermaster.
The Tharnadian Quartermaster dodges a lava para-elemental's attack.
Casting: fireball
You complete your spell...
[Damage: 134 ] You throw a fireball at the Tharnadian Quartermaster and have the satisfaction of seeing him enveloped in flames.
The Tharnadian Quartermaster dodges a lava para-elemental's attack.
[Damage: 14 ] A lava para-elemental's fine crush seriously wounds the Tharnadian Quartermaster.
You start chanting...
A lava para-elemental dodges the Tharnadian Quartermaster's attack.
The Tharnadian Quartermaster misses a lava para-elemental.
A lava para-elemental dodges the Tharnadian Quartermaster's attack.
Casting: fireball
You complete your spell...
[Damage: 70 ] Your fireball hits the Tharnadian Quartermaster with full force, causing an immediate death.
The Tharnadian Quartermaster is dead! R.I.P.
You receive your share of experience.
The Tharnadian Quartermaster's death cry reverberates in your head as he falls to the ground.
You failed.
You get a flawless emerald from the corpse of the Tharnadian Quartermaster.
You start chanting...
Casting: dispel magic *
You complete your spell...
A wall of force crumbles to dust and blows away.
You start chanting...
Casting: dispel magic *
You complete your spell...
A wall of force crumbles to dust and blows away.
A stray cat leaves west.
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 walls.
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.
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
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 young cleric is standing here, smiling at you warmly.
A tough looking mercenary is standing here, strutting proudly.
A lava para-elemental enters from the south.
A lava para-elemental enters from the south.
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
The corpse of a militia guard is lying here.
A tharnadian thief-hunter watches over the town streets intently.
A lava para-elemental enters from the south.
A lava para-elemental enters from the south.
Alas, you cannot go that way. . . .
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, 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 west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A young man in leather armor seems to be patrolling the area.
A woman is standing here, shopping about the town.
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
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. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.
A lava para-elemental enters from the north.
A lava para-elemental enters from the north.
The Northern 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. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the walls.
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
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. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
A lava para-elemental enters from the west.
A lava para-elemental enters from the west.
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A stout cudgel carved from oak wood lies here.
[15] A small bandage rests upon the ground here.
[6] A large wooden torch has been discarded here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A two-handed sword, nearly six feet in length, lies here.
[6] A steel dagger has been tossed aside here.
[3] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
A large wooden counter is here, with a sign posted on it.
A greedy looking banker stands behind the counter, eyeing you curiously.
A lava para-elemental enters from the south.
A lava para-elemental enters from the south.
A member of the Storage Locker Safety Commission escorts you to the locker.
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Gukk
An unnatural silence fills this area.
Obvious exits: -North#
An ornate chest bearing items that are unsorted.
The escort says 'You have 41 items, this cost you 1 gold, 2 silver, and 4 copper'
You drop a flawless emerald.
A small gremlin appears out of nowhere, and ensures everything is sorted...
Ok.
As you leave, you see the SLSC member applying magic locks to the door...
Tharnadian Bank
This sizeable structure smells of ink and paper, and looks quite clean
compared to the rest of town outside. There is a large counter sitting
just behind a set of cell bars, very much resembling the kind of bars one
might find in a jail house. Behind the bars and counter a large safe sits
off to one side, though it is not accessable from here due to the cell bars.
The road along the city wall is south of here.
Obvious exits: -South
A spellbook has been tossed aside here.
A spellbook lies here, discarded.
[2] A stout cudgel carved from oak wood lies here.
[15] A small bandage rests upon the ground here.
[6] A large wooden torch has been discarded here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A two-handed sword, nearly six feet in length, lies here.
[6] A steel dagger has been tossed aside here.
[3] A steel short sword lies discarded here.
[3] A steel long sword has been left here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
A large wooden counter is here, with a sign posted on it.
A humanoid figure, consisting of only lava, scorches holes in the ground here. (minion)
A humanoid figure, consisting of only lava, scorches holes in the ground here. (minion)
A greedy looking banker stands behind the counter, eyeing you curiously.
You make a magical gesture, sending a lava para-elemental back to the nether plane.
A lava para-elemental stops following you.
a lava para-elemental is no longer in your group.
You make a magical gesture, sending a lava para-elemental back to the nether plane.
A lava para-elemental stops following you.
Your group has been disbanded.
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. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North -South -West
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 northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
A young cleric is standing here, smiling at you warmly.
A young man in leather armor seems to be patrolling the area.
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.
Obvious exits: -North -East # -South -West
A stray tomcat is darting after rodents, here.
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.
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east 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 west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A large two-handed sword has been left here.
[2] A small bandage rests upon the ground here.
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.
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 none 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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
Alas, you cannot go that way. . . .
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 shady looking youth is standing here, eyeing you with a devious glance.
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South# -West
Fresh blood splatters cover the area.
The corpse of the Tharnadian Quartermaster is lying here.
[2] The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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.
A stray tomcat is darting after rodents, here.
The door seems to be closed.
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 shady looking youth is standing here, eyeing you with a devious glance.
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 none 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 south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
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 shady looking youth is standing here, eyeing you with a devious glance.
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South# -West
Fresh blood splatters cover the area.
The corpse of the Tharnadian Quartermaster is lying here.
[2] The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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.
A stray tomcat is darting after rodents, here.
A militia guard leaves east.
A tharnadian thief-hunter enters from the west.
Autosaving...
A tharnadian thief-hunter leaves west.
It's cool out here.
It's snowing very hard.
A militia guard enters from the east.
A tharnadian thief-hunter enters from the west.
A stray cat leaves east.
The shady youth enters from the east.
The shady youth looks around as if he's lost something.
Col trots in from the east.
Col looks at you.
Col trots north.
Col trots in from the north.
Col trots east.
The shady youth spits in your direction.
A tharnadian thief-hunter leaves east.
A militia guard leaves east.
The winds of time have reclaimed the corpse of the town crier.
The corpse of the town crier crumbles to dust and blows away.
The shady youth looks around as if he's lost something.
The shady youth gets a small pile of coins.
The shady youth stares at you in scorn.
A stray cat enters from the east.
The first hint of daylight can be seen on the northern horizon.
The shady youth gets an ethereal soul shard.
The shady youth grabs an ethereal soul shard.
It glows brightly.
The shady youth leaves east.
The Great Fountain of Tharnadia
Obvious exits: -North -East -South# -West
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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 stray tomcat is darting after rodents, here.
The Great Fountain of Tharnadia
Obvious exits: -North -East -South# -West
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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 stray tomcat is darting after rodents, here.
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
The shady youth who is close by to your east.
A militia guard who is close by to your east.
Kieta who is not far off to your east.
A stray cat who is close by to your west.
A street sweeper who is close by 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.
The doctor who is rather far off to your west.
You quickly scan the area.
Jodnan who is close by to your north.
A militia guard who is close by to your east.
The shady youth who is close by to your east.
Kieta who is not far off to your east.
A stray cat who is close by to your west.
A street sweeper who is close by 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.
The doctor who is rather far off to your west.
The Great Fountain of Tharnadia
Obvious exits: -North -East -South# -West
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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 stray tomcat is darting after rodents, here.
The Great Fountain of Tharnadia
Obvious exits: -North -East -South# -West
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of the town crier is lying here.
A swirling rift shifts and howls here.
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 stray tomcat is darting after rodents, here.
A stray cat leaves east.
The first rays of sunlight signal that day is approaching.
A militia guard enters from the east.
A militia guard leaves east.
The taste of blood slowly fades from your body.
A militia guard enters from the east.
A militia guard leaves west.
A tharnadian thief-hunter enters from the east.
A tharnadian thief-hunter leaves east.
A militia guard enters from the west.
Autosaving...
A militia guard enters from the east.
A stray cat enters from the east.
A militia guard leaves east.
A stray cat leaves west.
It's snowing very hard.
A militia guard leaves west.
A woman enters from the east.
A stray cat enters from the west.
A woman leaves east.
The sun rises over the northern horizon.
A stray cat enters from the west.
The town crier drinks some water to clear his throat.
The town crier clears his throat.
A stray cat leaves west.
A stray cat leaves west.
Ok.
The day has begun.
A stray cat enters from the west.
The town crier says in common 'There once was a man from Nantucket ..'
The town crier giggles to himself like a little schoolgirl.
A militia guard leaves east.
The town crier says in common 'If you have anything and I mean anything for sale,'
The town crier says in common 'you now can auction it - though let's get real,'
The town crier says in common 'you'll just kill for it.'
The town crier snickers softly to himself.
The town crier says in common 'If you are looking for armor, follow the Tharnadian Way west from here and look for Sten Hardik's armory.'
The town crier says in common 'If you are looking for weapons, look for Brinn's Weaponry on Keats Street.'
The town crier says in common 'If you are looking for misc travelling gear, why not stop by Jelian's Supply Shoppe? Go West down Tharnadian Way past Brinn's until just before the Shr'nn Mesa, then North along The Western Wall Road then East into her shop.'
The town crier says in common 'For more useful locations why not stop by Kabanon, the prophet on the Shr'nn mesa, he sells maps of the city.'
Autosaving...
A stray cat leaves west.
A stray cat enters from the west.
A stray cat leaves west.
A stray cat enters from the west.
A stray cat enters from the west.
A woman enters from the east.
The town crier says in common 'If you're a warrior and don't wanna leave your family but wanna help,'
The town crier says in common 'do the right thing and join Tharnadia's guard.'
A woman leaves east.
A stray cat leaves west.
The town crier says in common 'Oooo, I haven't seen someone as ugly as you in a LONG time!'
The town crier falls down laughing.
Ok.
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
The town crier wonders why you are looking at him.
Ok.
The bug has been logged - thanks for your input.
If you specified the symptoms of the bug and steps that led to it, it will be reviewed shortly.
The town crier clears his throat.
It's mild out today.
The town crier says in common 'There once was a man from Nantucket ..'
The town crier giggles to himself like a little schoolgirl.
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
A militia guard enters from the east.
The sun hangs low on the southern sky.
A stray cat leaves east.
Autosaving...
A militia guard leaves east.
The town crier burps loudly.
The town crier wonders why you are looking at him.
The bug has been logged - thanks for your input.
If you specified the symptoms of the bug and steps that led to it, it will be reviewed shortly.
A militia guard enters from the east.
Ok.
A militia guard leaves east.
A militia guard enters from the east.
A militia guard enters from the east.
The town crier says in common 'If you're a warrior and don't wanna leave your family but wanna help,'
The town crier says in common 'do the right thing and join Tharnadia's guard.'
A woman enters from the east.
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
The sun starts to set in the south.
The winds of time have reclaimed the corpse of the town crier.
The corpse of the town crier crumbles to dust and blows away.
The town crier gets a few coins.
A militia guard leaves east.
A militia guard leaves west.
Ok.
The town crier shouts in common 'Bars are open all night boys!'
A woman leaves east.
The winds of time have reclaimed the corpse of the Tharnadian Quartermaster.
The corpse of the Tharnadian Quartermaster crumbles to dust and blows away.
The town crier says in common 'I used to be a great warrior once, I like this job better though.'
The town crier winks knowingly.
The town crier gets a handful of coins.
A stray cat enters from the east.
Shadows stretch across the land as the sun limps towards the horizon.
A woman enters from the east.
It's snowing very hard.
The town crier says in common 'Oh! And one important thing I have to tell..'
The town crier is struck in the back of the head by an airborne tomato, though his assailant cannot be seen.
The town crier says in common 'HEY! That hurt!'
Ok.
A militia guard enters from the west.
A militia guard enters from the east.
The sun vanishes behind the southern horizon.
A stray cat leaves east.
Autosaving...
The town crier wipes snot from his nose.
The town crier says in common 'Does anyone know if the secret home of the elves is a myth or true?'
A militia guard leaves east.
A woman leaves east.
A militia guard enters from the east.
A woman enters from the east.
The night has begun.
The town crier drinks some water to clear his throat.
A stray cat enters from the west.
A tough mercenary enters from the east.
A militia guard leaves east.
A tough mercenary leaves east.
A stray cat enters from the east.
A militia guard leaves west.
The town crier drinks some water to clear his throat.
A woman leaves east.
A stray cat leaves west.
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'
A stray cat enters from the west.
A female commoner says 'Excuse me, is that a gleaming two handed magical enchanted glowing mythical broadsword?'
The town crier says in common 'Why, yes it is. Hey, self-defense is no laughing matter!'
The town crier says in common 'Thats why when I want number one I pack a gleaming two handed magical enchanted glowing mythical broadsword...accept no substitutes.'
The town crier wonders why you are looking at him.
A stray cat leaves west.
The town crier says in common 'If you have experience in fighting and such, they're plenty of guilds.'
The town crier says in common 'Make sure you join one and take up the fight against the evil races.'
A stray cat leaves west.
A stray cat enters from the west.
A tough mercenary enters from the east.
The town crier wonders why you are looking at him.
A woman enters from the east.
A stray cat leaves west.
A stray cat enters from the west.
A tough mercenary leaves east.
A stray cat enters from the west.
A female commoner says 'Excuse me, is that a gleaming two handed magical enchanted glowing mythical broadsword?'
The town crier says in common 'Why, yes it is. Hey, self-defense is no laughing matter!'
The town crier says in common 'Thats why when I want number one I pack a gleaming two handed magical enchanted glowing mythical broadsword...accept no substitutes.'
A militia guard enters from the west.
A militia guard starts casting an offensive spell.
A militia guard snaps into visibility.
A militia guard snaps into visibility.
A militia guard completes his spell...
A militia guard utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 226h/269H 124v/124V Pos: standing >
<A militia guard snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 181h/269H 124v/124V Pos: standing >
<You resist the effects of a militia guard's spell!
< 181h/269H 124v/124V Pos: standing >
<A militia guard starts casting an offensive spell.
< 181h/269H 124v/124V Pos: standing >
<The Tharnadian Quartermaster evaluates the struggle, watching your battle tactics.
< 181h/269H 124v/124V Pos: standing >
<A militia guard enters from the west.
< 181h/269H 124v/124V Pos: standing >
<A militia guard snaps into visibility.
< 181h/269H 124v/124V Pos: standing >
<A militia guard dodges your futile attack.
A militia guard snaps into visibility.
< 181h/269H 124v/124V Pos: standing >
<A militia guard snaps into visibility.
A militia guard completes his spell...
A militia guard utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 113h/269H 124v/124V Pos: standing >
<A militia guard snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 67h/269H 124v/124V Pos: standing >
<You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 18h/269H 124v/124V Pos: standing >
<A militia guard starts casting an offensive spell.
< 18h/269H 124v/124V Pos: standing >
<A militia guard snaps into visibility.
A militia guard completes his spell...
A militia guard utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
Everything suddenly goes black as a pair of ghostly hands choke the life out of you...